Cliffs that feel like cliffs and can't be driven up. ![]() Carved out the areas where combat will occur, give the players multiple interesting paths to moving between the areas, then fill the spaces between with interesting geometry. Instead of shooting for semi-real, or traditional textures, softly blended across an amorphous height map, push the slider the other way! Go for simple but more contrasted textures on a geometrically complex level. This style that I think you should consider extending to the rest of your levels. They are simple in texture, but complex in geometry. Right now the best visual element you have is the cars. ![]() While I do like the simplistic style of Scraps, I do think there are areas you could improve the look of the levels without resorting to over using post process and losing the visual distinction you already have. I was going to post this in the other thread where you were discussing graphics with James, but though your WIP thread was a better place to comment:
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