Hi everyone, after losing about two weeks working, I'm taking up the development of my game again, so far I've spent all my time to finish the level editor to a point where I can design each stage without much trouble.
Currently I have a set of five textures for the planets, to get a unique atmosphere in each one, planets will have a purely graphic special effect that occurs in particular situations such as a boss fight.Desert planet (quite brown, beige mist, black swamp) Effect; SandstormPolar/snow planet (ligth blue and white, blue water) Effect; SnowstormJungle planet (green and brown style,ligth blue water) Effect; Heavy RainVolcanic planet (Red-orange ground, black cliffs, red lava) Effect; rising lava, Ash storm?Moon (Pure grey ground and cliffs, and a dark blue atmosphere) Effect; Space dust Also able to finish a simple messaging system with avatar :) let me know what you think!Kakaru
You might want to make the textures more distinguishable from one another. At first I thought they were recolors done by your engine. Maybe adding some details to the ground (flowers for grass, cacti for deserts, cracks for the lava world, etc.) or playing around with the lighting colors will probably make each planet more unique.
True, it definitely lacks details that differentiate between them, I planned to use more refined versions of the textures as a base, then add stuff like plants, ice, rocks, etc.
I was going to say what Unaligned said, actually.
Otherwise, the engine looks cool.Ty Cyrus and firestormx, after thinking a bit about how to design the atmospheres of each planet, I end up using five variables combined to get them (textures of floor tiles and the edges of the floor tiles, textures of the ravines, water color background and color of the fog) I think with a little more work I can get great results
Is this for the rpg competition?
yes