Author Topic: Graphics concept for Infra Arcana  (Read 7961 times)

NON

  • Rogueliker
  • ***
  • Posts: 349
  • Karma: +0/-0
    • View Profile
    • Infra Arcana
    • Email
Graphics concept for Infra Arcana
« on: July 15, 2011, 01:11:33 PM »
Whaddya think?

(Yeah that's three players in the top right picture)

The Nethack floor gives good contrast with many colors, but it may look out of place.
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

Chex Warrior

  • Rogueliker
  • ***
  • Posts: 97
  • Karma: +0/-0
    • AOL Instant Messenger - Cacodaemonical
    • View Profile
    • Email
Re: Graphics concept for Infra Arcana
« Reply #1 on: July 15, 2011, 04:20:40 PM »
Looks cool, but I prefer ASCII...

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Graphics concept for Infra Arcana
« Reply #2 on: July 15, 2011, 04:41:45 PM »
Certainly a starting place, though it'd not hurt to hit up Psiweapon and/or the now infamous Deon that is cranking out some really nice stuff for ToME 4.

I'd reckon something Lovecraftian would especially benefit from a "dark/sinister/glowy" visual motif.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

NON

  • Rogueliker
  • ***
  • Posts: 349
  • Karma: +0/-0
    • View Profile
    • Infra Arcana
    • Email
Re: Graphics concept for Infra Arcana
« Reply #3 on: July 15, 2011, 06:01:43 PM »
Perhaps it benefits most from the layer of obscurity that is ASCII symbols. Leaving things to imagination and all that...
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Graphics concept for Infra Arcana
« Reply #4 on: July 16, 2011, 12:28:45 AM »
Perhaps it benefits most from the layer of obscurity that is ASCII symbols. Leaving things to imagination and all that...

Mmm...I dunno.  In this respect though, versus stylized as in the excellent Triangle Wizard....what about adopting non-ASCII symbols?  "Runes"/etc and such to add an actual discernment of the unfamiliar and such.  Maybe some stuff in the source mythos can be adopted?
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Psiweapon

  • Rogueliker
  • ***
  • Posts: 334
  • Karma: +0/-0
  • Im in ur rougeliekz, pixelling ur tielz!
    • View Profile
    • I Lovemaking Tiles
Re: Graphics concept for Infra Arcana
« Reply #5 on: July 16, 2011, 10:55:35 AM »
Critique:

Wall side: Good!
Wall top: Good, but the seam shows a bit (problem on the northern edge)
Doors: Good! I really like them.
Zombie: Good, but I'd prefer it with eyes.
Players: All good, especially the one with a shotgun  8)
Floor: So far, NH floor looks better. The alt floor makes the whole picture too gray. You should have showed us how does the third alt floor look too.

Overall: Very nice! I like them!
The invisible hand is a lie, the fiendish dogma of the market cultists. Lest the apostasy grows strong, their blood god will devour each and everyone, pious and infidel alike.

jocke the beast

  • Rogueliker
  • ***
  • Posts: 103
  • Karma: +0/-0
    • View Profile
Re: Graphics concept for Infra Arcana
« Reply #6 on: August 20, 2011, 08:34:01 AM »
Stick with ascii is my humble opinion. I mean your game uses the ascii-chars in a very good way, it looks really nice already. The colors are cool and the overall impression is that it's a beautiful game to play. There's alot of "uggly" ascii-games but IA isn't one of them...neither is Brogue (perhaps the most beautiful ascii roguelike)  ;D

NON

  • Rogueliker
  • ***
  • Posts: 349
  • Karma: +0/-0
    • View Profile
    • Infra Arcana
    • Email
Re: Graphics concept for Infra Arcana
« Reply #7 on: August 24, 2011, 12:25:57 PM »
Quote
this is the great concept the actual structure's virtual model is being analyzed through graphics.
??? Is this some kind of spam?

Quote
Stick with ascii is my humble opinion. I mean your game uses the ascii-chars in a very good way, it looks really nice already. The colors are cool and the overall impression is that it's a beautiful game to play.
Yes I've decided to keep using ASCII. It will look a hell of a lot better than anything I can draw (in a reasonable amount of time).
Plus, like I said, I think the setting benefits from having purely symbolic representation.
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.