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Downloads

  • palette_mockups.zip

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Poll

Crysalis Looks

  • I want look A 2
  • I want look B 31
  • 2023-08-09
  • —2023-08-16
  • 33 votes
{'title': 'Crysalis Looks', 'choices': [{'text': 'I want look A', 'votes': 2}, {'text': 'I want look B', 'votes': 31}], 'closes_at': datetime.datetime(2023, 8, 16, 11, 0, 56, tzinfo=datetime.timezone.utc), 'created_at': datetime.datetime(2023, 8, 9, 7, 53, 30, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 33}

Content

Hey folks,

the last poll hasn't finished too long ago, so have a new one!

Just kidding, but it's something that is important to me and also I like feedback on.

This one is about the looks of the game.

Pretty much, it's just "How should the game look?"
For that, I have some examples and some more technical things attached, to also keep in mind when choosing.

But to the looks, you can choose between look A and look B

Look A

this is pretty much what I am gone for so far. It's a Gameboy Color like scheme, where you have palettes of 4 colors. The lightest and darkest colors are the same, to have transitions easier. But it limits the color space to basically two colors.

The advantages here are rather:

  • I do have the work done for it mostly, meaning that it's how the game looks and works right now
  • it allows for easy palette switches
  • potentially easier to recognize types of enemies and NPCs
  • very retro look

It also has disadvantages, like;

  • very limited color space (two colors per palette)
  • maybe too retro?
  • rather plain looking
  • it doesn't let me do better special effects (shaders), as it pretty much gobbles all available shader space up
  • extra steps to get the palettes working

There will be a summation at the end.

Look B

This look is more modern in feeling, about the age of SNES and Genesis/mega Drive. It's new, but I saw it when working on the page and well, it definitely looks more interesting. It uses a fixed palette for everything, with about 32 colors for now. But I can adjust and change the palette as I want to.

Some advantages of this approach:

  • looks more modern and interesting
  • I'm able to use more sophisticated effects, that look more modern
  • potentially able to simply import sprites, without extra steps
  • more details on background, and characters

Of course there are also some disadvantages:

  • retro look gets a bit lost, while still being pretty retro
  • need to re-work sprites and tiles a little to fit it in
  • potentially harder to recognize types of characters (but that can be mitigated)
  • no palette switches possible (but can use other shader tricks)

Comparison

Its pretty much "a bit more work" vs "prettier looks". I'd like your input, so vote on it.
Meanwhile I will also think about it myself. Ultimately, I keep the right to make the final call, but I really like your input on the matter to see what players want.

Also here a bit of a summation of the different advantages and also all the images will be downloadable at the bottom

Look A advantages:

  • retro look
  • work done already
  • palette tricks work

Look B advantages:

  • prettier look, with more details
  • more sophisticated effects possible
  • bit more modern look, but keeping it retro

PS: I really just added a bit of detail on characters, but the background really just got nly the colors changed. So they will be adjusted to fit Look B better, if that one gets chosen (which is a bit of extra work)

Files

Previews only

Comments

Ulvra Silvershade

I think option B is the better option. Option A looks good, but as you mention, it can also get "too" retro, and while I am sure there are a good deal of people that'd appreciate the pure retro look, I thing the general majority will be either conciously or subconciously expecting a look more akin to option B, even if it's not fully faithful to the classic retro look. I also think that option B has the additional benefit of making things look a lot less monotonous without jumping through extra hoops, and that's a significant benefit to game design.

Kenshi

I was thinking A, but the floor in the cave of B was messing with my eyes a little bit.

D Wrobo

B! More detail seems to be a good thing for this game! Especially with sprites and animations and stuff