General artistic design #7

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opened 2024-09-22 12:01:13 +02:00 by RobotZap10000 · 8 comments
RobotZap10000 commented 2024-09-22 12:01:13 +02:00 (Migrated from codeberg.org)

As the next milestone "The enemy" approaches, now would be a good time to decide on the art style of the game. This should include the color palette, logo design and a general "vibe" to the game.

As the next milestone "The enemy" approaches, now would be a good time to decide on the art style of the game. This should include the color palette, logo design and a general "vibe" to the game.
Squid8411 commented 2024-10-11 09:44:39 +02:00 (Migrated from codeberg.org)

Here is a link to potential art styles we could use according to various websites:
https://www.google.com/search?client=firefox-b-d&q=video+game+art+styles

The styles are as follows:
pixel art, low poly, flat art, magical realism, geometric, cel shading, realism, monochromatic art, hand painted art & minimalism

Here is a link to potential art styles we could use according to various websites: https://www.google.com/search?client=firefox-b-d&q=video+game+art+styles The styles are as follows: pixel art, low poly, flat art, magical realism, geometric, cel shading, realism, monochromatic art, hand painted art & minimalism
RobotZap10000 commented 2024-10-11 09:56:19 +02:00 (Migrated from codeberg.org)

For the general look of the game, I would like to take a lot of inspiration for the game "SUPERHOT". Its color palette only really consists of slightly different shades of red, white and black, which it uses to color code the three game elements: the world, the enemies, and the player. This makes it very obvious to understand what is happening at a glance. This should be the basis of our art style, as it should be rather easy to realize with the simple textures and low-poly models. It should also make the game less confusing for those new to VR games.

For the general look of the game, I would like to take a lot of inspiration for the game "SUPERHOT". Its color palette only really consists of slightly different shades of red, white and black, which it uses to color code the three game elements: the world, the enemies, and the player. This makes it very obvious to understand what is happening at a glance. This should be the basis of our art style, as it should be rather easy to realize with the simple textures and low-poly models. It should also make the game less confusing for those new to VR games.
RobotZap10000 commented 2024-10-11 09:57:47 +02:00 (Migrated from codeberg.org)

To clarify, this does not include the color palette for our own art style. I have not yet decided on what it should be.

To clarify, this does not include the color palette for our own art style. I have not yet decided on what it should be.
RobotZap10000 commented 2024-10-11 10:01:48 +02:00 (Migrated from codeberg.org)

The game story will also not be very complex. It should be set sometime in the latter half of the twentieth century in a bunker. AUTOTANK, the player, will raid the bunker to free and rescue the captured General Maxwell (see image). As they make their way through the bunker, the player will encounter multiple challenges in the form of enemy combat and puzzles to remove obstructions.

The game story will also not be very complex. It should be set sometime in the latter half of the twentieth century in a bunker. AUTOTANK, the player, will raid the bunker to free and rescue the captured General Maxwell (see image). As they make their way through the bunker, the player will encounter multiple challenges in the form of enemy combat and puzzles to remove obstructions.
RobotZap10000 commented 2024-10-14 10:40:50 +02:00 (Migrated from codeberg.org)

My main inspiration for the player is the Gutterman from ULTRAKILL. It uses its massive gun to fire at the player from a distance and its hand to attack the player up close. In its hand is a large shield that protects itself from most damage sources, that has to be destroyed by a melee attack in order to defeat the Gutterman. The asymmetrical design gave me the idea of a VR game with similar weapons, which resulted in the beginning of this project. The player should start with only a hand and a gun, but should also be able to upgrade themselves with parts found in the bunker. My ideas for the hand upgrades are a forcefield projector shield and knuckle rockets. For the gun, I'm thinking of a turbocharger to temporarily boost the fire rate to extreme speeds and a flaming blast fired from all three of the gun barrels.

We probably don't have enough time to implement all of this, but I wanted to share my creative vision.

My main inspiration for the player is the Gutterman from ULTRAKILL. It uses its massive gun to fire at the player from a distance and its hand to attack the player up close. In its hand is a large shield that protects itself from most damage sources, that has to be destroyed by a melee attack in order to defeat the Gutterman. The asymmetrical design gave me the idea of a VR game with similar weapons, which resulted in the beginning of this project. The player should start with only a hand and a gun, but should also be able to upgrade themselves with parts found in the bunker. My ideas for the hand upgrades are a forcefield projector shield and knuckle rockets. For the gun, I'm thinking of a turbocharger to temporarily boost the fire rate to extreme speeds and a flaming blast fired from all three of the gun barrels. We probably don't have enough time to implement all of this, but I wanted to share my creative vision.
RobotZap10000 commented 2024-10-14 11:32:43 +02:00 (Migrated from codeberg.org)

To keep the scope of this project reasonable, there will be one, and only one kind of enemy. They will be armed with a different gun and some kind of melee weapon that I haven't thought of yet. When in combat, they should stay in place while firing their gun, and only melee when the player gets close enough. They should be able to navigate around obstacles in order to achieve a line of sight to the player.

To keep the scope of this project reasonable, there will be one, and only one kind of enemy. They will be armed with a different gun and some kind of melee weapon that I haven't thought of yet. When in combat, they should stay in place while firing their gun, and only melee when the player gets close enough. They should be able to navigate around obstacles in order to achieve a line of sight to the player.
RobotZap10000 commented 2024-12-09 09:50:18 +01:00 (Migrated from codeberg.org)

For the general look of the game, I would like to take a lot of inspiration for the game "SUPERHOT". Its color palette only really consists of slightly different shades of red, white and black, which it uses to color code the three game elements: the world, the enemies, and the player. This makes it very obvious to understand what is happening at a glance. This should be the basis of our art style, as it should be rather easy to realize with the simple textures and low-poly models. It should also make the game less confusing for those new to VR games.

There should be four base colors:

  • Red for the NME
  • Metallic gray for the AUTOTANK (player)
  • Retro metal blue for the inside of the bunker
  • Brown for the dirt outside of the bunker (if we have enough time to model the entrance)
> For the general look of the game, I would like to take a lot of inspiration for the game "SUPERHOT". Its color palette only really consists of slightly different shades of red, white and black, which it uses to color code the three game elements: the world, the enemies, and the player. This makes it very obvious to understand what is happening at a glance. This should be the basis of our art style, as it should be rather easy to realize with the simple textures and low-poly models. It should also make the game less confusing for those new to VR games. There should be four base colors: - Red for the NME - Metallic gray for the AUTOTANK (player) - Retro metal blue for the inside of the bunker - Brown for the dirt outside of the bunker (if we have enough time to model the entrance)
Squid8411 commented 2024-12-09 10:31:36 +01:00 (Migrated from codeberg.org)

There should be four base colors:

Red for the NME
Metallic gray for the AUTOTANK (player)
Retro metal blue for the inside of the bunker
Brown for the dirt outside of the bunker (if we have enough time to model the entrance)

The mentioned base colors seem like fitting and simple colors to use, so this is the color palette we'll be sticking to.

> There should be four base colors: Red for the NME Metallic gray for the AUTOTANK (player) Retro metal blue for the inside of the bunker Brown for the dirt outside of the bunker (if we have enough time to model the entrance) The mentioned base colors seem like fitting and simple colors to use, so this is the color palette we'll be sticking to.
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