- Oct 24, 2018
- 10
- 3
I've considered starting to work on a game at a few different points in time. I've done some writing and some conceptual design (vs proper coding/development), and something I always get hung up on is art.
If the game is going to have multiple characters like a management/trainer/dating sim-style game, it makes sense to minimize the amount of redundant work being done. I'm at a loss for a lot of games that I've seen try what I'm talking about, but there are flash games where every character has essentially the same body with maybe just different hairstyles and faces. A recent (non-nsfw) game that does something similar is Wildermyth.
I'd like to have characters with have detailed enough faces to be used as portraits/thumbnails in dialogue. That is to say, ideally, the face used for their in-game asset/model can also serve as their portrait in interface elements. Not necessarily 'realistic' or anything like that, just clear and recognizable enough to serve that function.
The end goal would be that the same foundation of H-animations could be used across every character where appropriate. And, by having a 'framework', it would be a lot easier to have multiple different people work on different pieces and still have a (relatively) cohesive art style.
Things I'd like answers/input on:
If the game is going to have multiple characters like a management/trainer/dating sim-style game, it makes sense to minimize the amount of redundant work being done. I'm at a loss for a lot of games that I've seen try what I'm talking about, but there are flash games where every character has essentially the same body with maybe just different hairstyles and faces. A recent (non-nsfw) game that does something similar is Wildermyth.
I'd like to have characters with have detailed enough faces to be used as portraits/thumbnails in dialogue. That is to say, ideally, the face used for their in-game asset/model can also serve as their portrait in interface elements. Not necessarily 'realistic' or anything like that, just clear and recognizable enough to serve that function.
The end goal would be that the same foundation of H-animations could be used across every character where appropriate. And, by having a 'framework', it would be a lot easier to have multiple different people work on different pieces and still have a (relatively) cohesive art style.
Things I'd like answers/input on:
- Do you have any strong opinions about this approach?
- In principle, is 2D or 3D 'better' at this? Is one 'easier' than the other? (In your own opinion, these are subjective.)
- Given your answers above, which environment/engine would you recommend if I want to use that kind of graphics in-game?
- Are there any clever design tricks that can help make this less 'repetitive' or 'predictable'? I'm hoping that writing/gameplay/etc. can carry most of this weight.