4 ms·
It seems like there is so much he could do that doesn't require paying for new assets or more expensive artists. For example lighting and shadows can be genera
by underwater 7y ago
It seems like there is so much he could do that doesn't require paying for new assets or more expensive artists.
For example lighting and shadows can be generated dynamically (currently they're baked into the assets, meaning they are inconsistent or completely missing). Or generate edges between ground textures procedurally so things don't look so blocky. Add a particle system for weather and atmospheric effects.
If he did that then he'd be able to carry that work forward into future games, and achieve a consistency of look and feel that extends beyond what he can get by trying to match artwork.
- lesbaker 7y agoThis is along the lines of what I wanted to say. Going from the main screenshot, there's a lot of low-hanging fruit (in addition to what you said) that could be done programmatically like making the ground tiles look non-uniform or adding some "noise" to the land/water boundaries. Even some decals such as rocks or flowers on the ground would do wonders. The point is that there is big-bang-for-the-buck things that game developers can do with existing assets and I feel this may have been missed in the discussion.