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Sinathor

Parallax testing. Feedback and suggestions?

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Heyo guys!

 

I've been working on parallax mapping recently. My game ixias - Stellar Complex uses only limited amount of parallax mapping but the sequel to my game will use 100% only parallax maps so I'm trying to get the hang of it properly before the sequel hits development.

 

Here's screens of two layers:

 

BASE LAYER

 

 

 

irmiqc8.png

 

 

UPPER LAYER

 

 

 

Sx0L0ck.png

 

 

 

 

So the base layer is there all the time, obviously. And the upper layer shows only when the player is outdoors. But when he/she/it enters the indoors, the upper layer is removed.

 

In-game shot:

 

qPM26ux.png

 

Tell me guys what you think!

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For some reason, it reminds me of Blade Runner and Deus Ex: that's some good points to me...

 

I like it but I would use more different colors to help separate the different areas the ones from the others: at the moment they all look pretty similar and because it is rather dark, I'm afraid it may be difficult to walk around – but I didn't play it so maybe it is not a problem to begin with.

 

Overally, I'd say it needs more variety: at the moment, it's full of grey grids and red stripplings, which looks a bit repetitive.

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For some reason, it reminds me of Blade Runner and Deus Ex: that's some good points to me...

 

I like it but I would use more different colors to help separate the different areas the ones from the others: at the moment they all look pretty similar and because it is rather dark, I'm afraid it may be difficult to walk around – but I didn't play it so maybe it is not a problem to begin with.

 

Overally, I'd say it needs more variety: at the moment, it's full of grey grids and red stripplings, which looks a bit repetitive.

 

 

Thanks! Yes, I somewhat agree on the color variety. However, Rubicon (the district where the map is at) is pretty much known by the bright red color, so I can't stray too much away from it. Although I have tried adding variety by adding other colored neon light signs. I'll be adding much more of them to the final version too. Also, when the NPCs are placed, I think that'll add some extra color variation.

 

Can't say I'm too inspired by Blade Runner, but the Deus Ex is definitely there ;)

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It looks nice.  Always good to see some SciFi.

 

You really have to be careful to make the edges of walls distinctive.  I can see people assuming that they can go somewhere but actually can't.

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A bit too cluttered and dark to give any amount of feedback based on a screenshot. I imagine I'd have to play the game to see it in the proper context. That said, it does have a nice cyber noir feel to it.

 

Looking it at it on a per layer basis, it makes me wish the Futuristic Pack sold on RMW had a darker add-on sequel.

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