On Fri, 1 Dec 2023 20:00:38 +0100, Janis Papanagnou wrote:
> On 01.12.2023 15:37, Ville Saalo wrote:
>>
>> Check it out and let me know what you think.
It never ceases to amaze me, what a selected few people can create in
artistry. The "simpler" drawings on the left side are really well done
and in many cases fetch an impression very alike to the one I have in
mind when playing. The detailed images on the right side with fitting
backgrounds are just mind-blowing. I have to forcibly drag me to the
next one, because by continuing to look at an image I seem to detect
more interesting details by the minute. But: I really don't know, if
I'll ever be able to kill another red naga hatchling, again... ;-)
> Have you tried to create a variant of these images with reduced size
> to see whether these images can also be used as tiles in the game?
The images on the right side would need the background to be removed
to allow for consistent dungeon look and feel. A homunculus fighting
alongside a wood nymph wood make a very funny background combination.
I tried Baalzebub, because it is one with fewer background details and
actively faces the player. - Which IMHO would be also important when
playing with very detailed (and not just stylized) tiles. - The least
resolution, where Baalzebub keeps some recognizability, seems to be
the largest "absurd tiles" resolution 128x128 pixels. I don't know, if
anybody ever played such a resolution on a regular basis.
Some drawings on the left side (like Demogorgon) are recognizable
down to 64x64 pixels. Few (like clay golem) might even work at 32x32
pixels. But for /easy/ recognizability in the game, they all show too
much detail. And the great level of detail of Ville's images, IMHO,
is their most important appeal.
@Ville Saalo:
Thank you very much for sharing! :-)
BeAr
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