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Art Style? #1758
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Regarding perspective: #1081 |
Oooh thanks for that, okay so the consensus from that perspective issue is top down and I think we should keep it that way. However, I will say that the slightly tilted angle would also work intermingled with the top down :D. |
The terminology used is a bit... unintuitive... check the top post's clarification on the terminology, what they call Top-Down is actually what you (and I for that matter) refer to as slightly tilted, rather than fully top down. |
Oooh I see yeh it's odd terminology. Okay yeh so slightly tilted top-down (or full flat, if going by their terminology) is for perspective. |
I just feel that a discussion on the art style could help those who are building art (a few of us, admittedly I'm pretty terrible at it and really I can only throw a half decent prototype) to understand the art style this project is going for (visual, positioning, theme and so on...).
Positioning
Now there are a few art positioning style we could go for (in these examples it's about the perspective not about the theming nor the style):
Style
or
Theme
Note: I quite like the mixture of sci-fi and lovecraftian; a major sci-fi feel with a little 'lovecraftian' to show the effect of time on things, as little wear and tear happen in walls and enemies become more horror like as they use more drugs (or whatever), with maybe a little bit of a lonely spaceship feel :D.
Anyways I feel like art should help guide a game's development and is fundamental to design decisions (such as my tear and wear suggestion above or drugs affecting appearance and so on...) and by defining this we can confirm the positioning (that is commonly done wrong by accident) and update the Art Assets side of the Wiki to help any artists understand our direction :D.
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