How is my game looking?
RastaRise
Member Posts: 52
How does it look? is it to plain? I want your true opinion... I'm mostly talking about everything but the boxes and pipes
You have to drop the colored boxes into the right grey box. the clouds are for for show and you dont want to click the green pipes. and all the rest of the actors are also for show. the rasta circles are for "walls". everytime you put a box in the right grey box it adds more shaps and pipes
http://img833.imageshack.us/img833/3779/50129904.png
Or is this one better
http://img267.imageshack.us/img267/6095/90343792.png
Or this one
http://img535.imageshack.us/img535/3859/50114836.png
You have to drop the colored boxes into the right grey box. the clouds are for for show and you dont want to click the green pipes. and all the rest of the actors are also for show. the rasta circles are for "walls". everytime you put a box in the right grey box it adds more shaps and pipes
http://img833.imageshack.us/img833/3779/50129904.png
Or is this one better
http://img267.imageshack.us/img267/6095/90343792.png
Or this one
http://img535.imageshack.us/img535/3859/50114836.png
Comments
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
To be honest, I don't know what to say. It's hard to know what's going on.
If you could maybe explain what's happening, and what things are supposed to be (I get the rainbow clouds, but the rest I'm not sure about) maybe we could give you a better response.
Cheers,
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
- It's not clear by those shots which direction anything is supposed to be traveling.
- The pieces integral to game-play should stand out, not the other way around (as it is).
- The smokey shot lacks dimension, and the blue BG does not fit in the other shot. You need a nice happy medium for color scheme.
Again, I hate to have to be harsh, but that is the only feedback I have for you. If this is about making a game that you enjoy, then do whatever you like. If it is about making money in the App Store, then the game needs some serious work! If it is somewhere in between, you will still need to make something that is appealing to the eye.
I don't think its an issue of whether its good or bad.
First I have to ask you...are you building the game to make money or just to have fun and try to build a game (same as Bark)?
If its just for fun...then graphics aren't too big a deal.
If its for making money...then graphics are critical.
If you are trying to make a game that will sell well...I am not sure if the graphics you have there are on the right track. Study the app store and look at successful apps and take cues from those. The screenshots you have shown us are fairly muddy and lacking definition, depth, balance and contrast that draws you in. They also lack any genre specific identity and seem to be VERY experimental...which generally does poorly in sales (unless free).
The graphics for a game should generally be extremely eye popping and "tell a story". They should have a theme and should be "drawn with the same hand" so to speak.
Hope these suggestions help...but if you are just devving games for the joy of it...then all "rules" are out the window and exploration and experimentation are the name of the game.
thanks for the advice though
Sit in a comfy chair and write down in 1 sentence the theme/description of your game.
Then right in one sentence the key selling point of your game.
Then right in one sentence the most unique thing about your game.
Then list 20 descriptive words about your game.
Narrow that list to 10.
Then at that point...Select 5 key descriptive words that most describe your game experience.
Rank those 5 words in order of most important to least important.
Then EVERYTIME you make a graphics decision...give the decision a smell test against those 5 words. Make sure that what you do visually reinforces the principles of the game and its concept completely.
If the idea doesn't fit within your definitions...then rework the art.
'The point of all this is to get yourself FOCUSED and then as you proceed through development...make sure every aspect of your game is reinforced by the other aspects of your game. In other words...the sum of the parts makes the whole.
The more specific you are...the more clear and concise the results...and the more polished it will look. Just make sure that EVERYTHING is from the same idea and grown from the same seed. Keep the "genetics" of the game "PURE".
Good luck.
If it is the rasta thing you are after you could have the gray boxes be babylon and the "good" boxes could be jerusalem (I think the hard core Rastafarians are always going on about jerusalem vs. babylon, though I think it is metaphorical).
If the pot-head thing is what you are going for you are going to have to be careful about apple rejecting it. In fact the pipes in their current form might get it rejected. So if this is your plan you may want a back up plan.
If you are trying to make money the pot-head thing has way more potential than the true rasta thing. But you run a high risk of being rejected.
The most important thing I have learned in building a business, website, games, or whatever is that you need to know your strengths and, most importantly, your weaknesses. Most people are either really good programmers or really good designers - rarely are they both. Same could be said in the business world about business development people and marketing people.
If you don't think you are a good designer/artist, find someone who is and work closely with that person so they accurately capture your vision of what this game will look like. If you're not sure what this game should look like, take a step back and figure out how it will be played, who will play it, why that person would want to play it, etc.
If you are not comfortable with your artistic skills, don't think about color, patterns, shapes... You need to think about attitude, feelings, emotions, game logistics, etc. Give that information to the artist and let him/her come up with some sketches.
There are many great resources on the web to hire or barter artistic talent. One of my favorites is 99designs (http://99designs.com/). I have seen great logos designed for a mere $50 and entire website layouts designed as low as $100. I would start with a couple character designs and try to price it out cheap or offer a cut of your game sales (with a contract, of course).
Once you have awarded the design winner, you can work on the rest of the game design with him/her.
Until you have a designer/artist, you can work on game logistics and wireframe game-play.
Just my $.02
Good luck!
Dave