I've been working on visual touches for another important region of the game - set on the coast. It takes a lot of tweaking to capture the feeling of moonlight, without over-darkening everything at the same time. This is a shot of a merchant NPC:
Bryan and I both had crazy weeks. He's still plugging away on the nitty-gritty of turn-based combat. Then I interrupted his flow last week by redesigning the title screen - but he's a champ and we have it at around 90% functional now.
People seemed to like our unconventional title screen in the last game, so this one is a bit odd as well. I don't want to give away too much, but it's intended to be a dream-state that Maya enters when she isn't "playing." We've got several fog variations in play here, including Unity's fog setting, a 2D animated fog filter, and particle effect ground-fog. Pretty happy with it.
This is one of the first friendly NPCs Maya will encounter, most likely. |
Bryan and I both had crazy weeks. He's still plugging away on the nitty-gritty of turn-based combat. Then I interrupted his flow last week by redesigning the title screen - but he's a champ and we have it at around 90% functional now.
People seemed to like our unconventional title screen in the last game, so this one is a bit odd as well. I don't want to give away too much, but it's intended to be a dream-state that Maya enters when she isn't "playing." We've got several fog variations in play here, including Unity's fog setting, a 2D animated fog filter, and particle effect ground-fog. Pretty happy with it.
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