![Image](http://cdn.akamai.steamstatic.com/steam/apps/464360/header.jpg?t=1505746478)
![Image](http://cdn.akamai.steamstatic.com/steam/apps/383840/header.jpg?t=1502915738)
Compare that to:
![Image](http://cdn.akamai.steamstatic.com/steam/apps/364510/header.jpg?t=1488328951)
#1: Transcendence has a very grey, very muted color scheme. Not great for advertisement.
#2: Even gameplay screenshots are dull:
![Image](http://cdn.akamai.steamstatic.com/steam/apps/383840/ss_02879832494ba3d9775a38869521ca9eba4f3b91.600x338.jpg?t=1502915738)
![Image](http://cdn.akamai.steamstatic.com/steam/apps/464360/ss_b3b7f004276b0ffa0b16ffe68ff8ada36decd1fa.600x338.jpg?t=1505746478)
![Image](http://cdn.akamai.steamstatic.com/steam/apps/364510/ss_884e8ba18a3a12bdddfff18f38b93141031b7568.600x338.jpg?t=1488328951)
What can we do about this?
Code: Select all
energy weapons don't act as light sources right?
One thing that I had worked on in the past was a character portrait system - not just a static image of the character, but more of a visual novel system, where you could pass data into the dockscreen to set the character's mood/attitude and retrieve the appropriate image. With engine improvements we could also allow for scaling, translating, or animating portraits within the system as well.PM wrote: ↑Mon Sep 18, 2017 11:49 pmIf could draw better than I do now, I would consider portrait or face mugs in dockscreens. If conversing with an NPC, you see the portrait of that person, maybe tough spaceman in a helmet, maybe anime-style young nurse with pink hair (and big eyes and a smile), maybe haggard old space admiral in military uniform, maybe blonde dude with big muscles and chomping on a cigar. Anything that makes the player feel like he is talking to someone instead of always seeing your hero ship image or a burnt-out station.
Agreed. You could also use more screenshots showing combat. When particle beams are flying and fragmentation weapons are going off, it can get quite colorful (too much so, in some cases, I'd say).george moromisato wrote: ↑Mon Sep 18, 2017 11:14 pmIn my opinion, the issue isn't the color palette but rather that screenshots need to be both distinctive and enticing. I think we do need to improve this. I've got a few rough ideas about how to do this:
1. More contrast: I personally like the muted colors of the game. It's a grittier and more realistic look and differentiates it from the cartoony style used by some other games. ...
Full blown visual novel would be too much work for me. I would probably try small cartoony or anime-style portraits like in Phantasy Star 4 or any '90s fighting game character select.Xephyr wrote: ↑Tue Sep 19, 2017 12:06 amOne thing that I had worked on in the past was a character portrait system - not just a static image of the character, but more of a visual novel system, where you could pass data into the dockscreen to set the character's mood/attitude and retrieve the appropriate image. With engine improvements we could also allow for scaling, translating, or animating portraits within the system as well.
But, as it turns out, the kind of effort to do that many character portraits (and never mind interior images) would definitely involve full time work for a while, even for how few characters there are in the game, if we go for a semi-photorealistic approach.
I do like the idea of it, and may eventually return to it, but I can't say whether or not its a good time investment.
That's my point. Boring style = sucky game presentation = consumers: "why bother?" = we failed to entice the players into our game.Visual style is a thing.