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Deaths of the unliving
Deaths of the unliving








deaths of the unliving

One of the biggest obstacles in fine-tuning the balance is insufficient QA testers. At the same time, we keep working on meta-progress and the game economy, and will most likely be working on it till the very release. So every time the player would attempt a run, it would feel exciting. So our main goal is to find not an ideal balance per se, but rather an interesting one that would make the game fun and entertaining. As there weren't many games like ours, we had to experiment a lot. Game design is a process of searching for the right references and experimenting, pretty much like level design. The game works on Unity, so we spend quite a lot of time in there as well. We keep documentation in Notion as it allows a wiki-like markup which is quite convenient. So in our case, pixel art is more of a concise choice to convey a special feeling and atmosphere of the game rather than a budget-saving option.įor the art, we mostly use Photoshop and Aseprite, while the communication is handled via Slack. For example, we have already invested around 9000 hours of work in creating pixel art for The Unliving, and it's not even close to completion. To come closer to the Eastward or Owlboy level of quality, you should dedicate a lot of time and effort to pixel art.

deaths of the unliving

Pixel art does allow cutting some corners, but sometimes it becomes even more tedious than creating a 2D or even a 3D model. If you don't learn all the nuances of pixels, you'll never get a smooth and inspiring picture as the result. But when you develop, it becomes quite challenging to master the skill even compared to the traditional 2D art. Creating hi-res pixel art isn't as simple as one might think, even though it's considered to be a relatively simple entry point to the game art.










Deaths of the unliving