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Student-Handpainted towerdefense

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joeriv polycounter lvl 7
Hello!

We are currently working on a small towerdefense game with a couple of small rts elements.

The team:
-Hannes delbeke - (hannes d on PC)
-Wim Van Brussel - (mindschnapps on PC)
-Glen De Cauwsemacker (http://www.glendc.com/)
-me

The game is currently at a very early stage, but we want to get this as good as possible, so we are looking for feedback.

Some concepts:
mappaint2b.jpg
towers1.jpg
[IMG][/img]enemyg.jpg

Some early assets:

17040774.jpg
93519058.jpg
firstscreen.png

Replies

  • Gumballcrash
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    Looking great so far :)
  • hannes d
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    hannes d polycounter lvl 12
    and the deadline is 2 weeks from now
    overpaint
    atm the game is to desaturated, needs to be more like in the concepart
    overpaintz.jpg
  • St4lis
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    St4lis polycounter lvl 7
    Looks nice, but the lines between the tiles makes it too messy. Try lessening the contrast between the tiles and the lines.
  • JamieRIOT
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    JamieRIOT polycounter lvl 6
    I agree with St4lis. That last image is definitely what I would like the in-game screenshots looking like. The saturated colours and much more subtle grid lines will improve the look a lot.
  • hannes d
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    hannes d polycounter lvl 12
    screenshot of the current game
    editted the tile texture to match the overpaint/conceptart more
    58106745.jpg

    aplied more saturation on the textures of the red turret/ the orange rabbit/ the blue alarmclock (not in the screenshot above) still doubting if i should apply it

    84035058.jpg

    also did some sketches for UI
    the plan atm is to :
    show numbers above the enemies when they are hit (like borderlands) arcade feeling
    pro: looks cool, you see that you are doing dmg, you also notice that upgraded towers do more dmg -> feels good
    con : might become a mess, player doesn't need the info

    lifebar above selected enemy
    pro : no clutter
    con (compared to all enemies with a hp bar) yo udon't know which one is almost dead on a glance
    Since turrets can't target this doesn't matter a lot for the player

    number above energy source
    buildings provide energy over time
    everytime they do, a small number floats above the building
    pro: you see that you 'earned' soemthing -> reward feeling
    con: might become a mess, player doesn't need the info

    options for the UI:
    you can place a building : choose between different buildings
    sell a building
    rotate a building when placing (optional? )
    assign a worker (optional? )

    turrets can lvl up, gain lvl (improved dmg)
    pro: lvling is cool, player feels more attached to towers, will be harder to sell them
    since yo ucant just upgrade them
    vs
    you upgrade the turret
    pro: more strategic options, resource maaging

    we'll take the lvl up for now

    turrets use energy over time
    vs
    you need x energy to keep your grid activated
    vs
    turrets use energy when they shoot/ are active

    this is a hard choice, we are goign to use the consume enrgy over time one for now

    there is a lot more stuff to cover but cant come up with it right now
    67715856.jpg
  • nksilver5
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    nksilver5 polycounter lvl 5
    lovely colors and style ! very refreshing :)
  • stanley82
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    stanley82 polycounter lvl 7
    I like the style
  • Pabs
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    Pabs polycounter lvl 11
    awesome skills
  • PelleK
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    PelleK polycounter lvl 7
    Sweet! Refreshing style. Looking foreward to see more.
  • hannes d
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    hannes d polycounter lvl 12
    thx forthe positive reactuions so far

    here is some more UI testing

    77979247.jpg
    and ingame shader for fog
    HxpDO.jpg
  • hannes d
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    hannes d polycounter lvl 12
    added turret lookat, and a rotation when they are idle
    added energy in the game, turrets are only active when you have enough energy
    you can disable enable turrets
    added slow turret in the game
    added selection texture that is animated

    74683066.jpg
  • hannes d
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    hannes d polycounter lvl 12
    some more UI update
    we added a worker in the game (he can cut trees, and mine coal for energy)
    added the base (screenshot will follow soon)

    ui paint
    53579690.jpg

    ingame screenshot
    scrnshot1004.jpg
  • Isaiah Sherman
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    Isaiah Sherman polycounter lvl 14
    It's been said already, but you really should bring up the value on the grid lines. Currently makes the screen way too noisy.

    Keep it up!
  • joeriv
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    joeriv polycounter lvl 7
    Thanks for the feedback, currently working on the tiles as we speak, so that is gonna be for the next update.

    we have been working a bit on everything, adding some mechanics as upgrading the turrets (wich will be in soon), enemy's dying make the tile "dirty" giving the enmemy's boosts (and having to clean that with the workers), and enemy's dropping little chests with unlocks/powerups.

    tomorrow is basicly the deadline, we are entering this in the imaginecup, tomorrow are the local finals, and have been working on this outside of school, so if anyone has some last day feedback, shoot! :D

    28323436.png
    67464949.png
    45750117.png
  • mr gelmir
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    mr gelmir polycounter lvl 10
    Looks pretty nice, all units and towers are easily told apart, the colors look bright and happy.
    it would be cool to see the game in action if possible =D

    Good luck with the first round!
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