I have been working with the game graphics to come up with something that sort of "clicks together" more. So I wanted to have a more individual style to the graphics. This is sort of an example of what I've come up with: I've decided to make everything look more like a moving painting, so here is an example of what I am going for. The left image is a photo that I manipulated to come up with the style, and the one on the right is my very first attempt to imitate it in a free style image:

Obviously the one on the left has a better color palette, but this is a first attempt. I just want to see what you guys think of this style versus the old, more straight forward style.

This is another attempt at the new style, with a little more detail and refined style in it. It also gives a glimpse into the color palette for Incendia. This is in response to some people asking for more examples of the new style.
CONCEPT ART: Acritar Architecture
I would very much appreciate feedback on performance and graphics once again. Thanks for the feedback so far!
Once all of the basic landscapes are done and I have designed the architecture for them, then I will move my complete focus to gameplay, which I've already started. When that happens, I'll make a full, WIP post.
LANDSCAPE ENGINE DETAILS
I am currently working on a long time project called The Elemental, and with this game I didn't want to have the usual cheap graphics that GM games tend to have, so I have gone all out to make the game look as polished as I can make it. However, I am beginning to worry that it will overpower lower end systems or that the end file size will turn people away.
For making it run on lower systems I will have graphics options.
Now that that's been said, I just want to know two things: how fast does this example run on your computers (it should be 100 fps) and would you be willing to deal with a long download time for a game with these graphics? (Because on it's own, the game wouldn't take too much space... but the graphics make the game a lot larger than it needs to be. Granted, this is a clumsy version of the terrain engine that I will streamline over time, but it will still be quite large.)
As a side note, this runs at 100 FPS on my fairly mid level laptop. The FPS is shown by the number hovering around the mouse.
TERRA
The game is divided into 5 worlds, each with a very specific feel. This first one is the Earth world. Terra is supposed to be a vibrant, warm jungle environment that is supposed to feel very alive. I do feel that the colors get a little too basic... the green is very generic, and the brown is very generic... the only really interesting thing about it is the unique color of the sky. I might mix this one up a bit in the future:
SCREENSHOT
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UNDA
The swamp beneath Terra, called Unda. Also in this example I included an example of a character sprite that will be in the game. It is rather small compared to the landscape but this is on purpose. The game is largely about positioning and AoE skills and controlling the environment, so I decided to make the characters small so you can easily see what is around you without feeling crowded in. Plus it adds to the large, open feeling of the landscape. This world is meant to be a very dark, but thriving environment. Sort of life if you life up a tree trunk and its all dark, critters are crawling everywhere, moss and mushrooms and other fungi are growing up at random.... except this is prettier. Real fungi don't glow:
SCREENSHOT
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VENTAS
Ventas is the insectoid realm of air located between Incendia and Terra. It mostly made of large, open canyons, with occasional inner pockets of open "caves" that are host to lush plant life. This example is even MORE tile intensive than the last one, and was the most difficult to optimize. It occasionally dips down to 99-98 for me, so I will have to optimize further... but we'll see. This place is meant to be at a high altitude and is a very dry, warm climate. I tried to get the message across by having sky glowing through the cracks around rock features and by picking a very dull, but bright, palette:
SCREENSHOT:
SCREENSHOT
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ACRITAR
Acritar was once the realm of pure elemental energy, a central hub of all of the elemental nations where a council met comprised of members of every element. It was the capital city that unified the nations by standing as a symbol of their commitment to harmony and interdependence after a war years before. Due to an unexplained calamity, the entire city was destroy and the entire area around it was turned into a wasteland, void of all life. Most of the landscape in this area will be ruins and old buildings, so the landscape as it is now feels slightly empty. There are no plants and no wildlife here. This realm has no color in it at all; completely black and white.
SCREENSHOT
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And more will be added as I make them. Thanks for the feedback!
Edited by IKSB, 15 February 2012 - 09:34 PM.











