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Steel assault characters
Steel assault characters












steel assault characters

Creating updates took much longer than I thought they would, and a new semester of school starting halfway through the campaign also didn't help (though that couldn't have been avoided without delaying the KS launch another 3-4 months). It's true that I underestimated the amount of promotional effort needed for this going in. Not to mention the people from this thread who actually backed the game (almost 30 now!) So overall, I'm happy with the reception here. The criticisms/questions I have received are mostly well thought out, and for every post that could be read as negative there's 2 or 3 positive ones. In fact, I expected way more negative criticism or "not another retro game" posts, and those are basically absent from this thread (or even the Steam Greenlight comments). I don't really feel like I'm getting dogpiled, even though I guess it might look that way. More detail does not make things better, as expressionism and impressionism and. B: Willow & Ikari 2 aren't necessarily *better* than other games graphically, they are just more busy. A: They throw in a shot of SMB 3 to represent early primitive graphics, although 3 was a late release that used a lot of technical wizardry, it's just Nintendo didn't want to texture every wall and background with unnecessary details. The dudes in Shatterhand or Vice Project Doom (again dope names) were dope looking and had great character art in game too. Generic character - I'd like to see why I give a fuck about this character. Generic name - like, NES games had great names.ģ.

steel assault characters

Low amount of money - makes me think they either aren't taking it seriously or don't need the money. So this is the graphic style and budget level we're going for, we're committing to it as much as we can, and I think personally that Daniel's doing a really great job with it. In the real world, though, I'm a broke 20-year-old college student, and no one knows who I am or has any reason to trust me with that kind of project lol. Ideally I'd love to be making a 2D game that looks like the latest Guilty Gear with the soundtrack of Armed Police Batrider as much as anyone else. That's part of why you see stuff like Heart Forth Alicia or Owlboy being developed for years and years on end, whereas 8-bit styled retro games are coming out every other week (though a lot of these games aren't really even 8-bit, or good at being 8-bit, but that's another story entirely.) needed for an 8-bit game that looks like Shatterhand compared to a 16-bit game that looks like Demon's Crest (let alone Metal Slug haha). There's an entire world of difference between the number of animation frames, complexity of backgrounds, etc. Me too haha! The thing is that development costs increase exponentially between 8-bit and 16-bit style.














Steel assault characters