+ Sinathor 72 Posted February 19, 2015 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 UPPER LAYER 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: Tell me guys what you think! 1 Share this post Link to post Share on other sites
Gui 61 Posted February 19, 2015 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. 1 Share this post Link to post Share on other sites
+ Sinathor 72 Posted February 19, 2015 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 Share this post Link to post Share on other sites
+ Brackev 66 Posted February 19, 2015 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. 1 Share this post Link to post Share on other sites
amerk 1,122 Posted February 23, 2015 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. Share this post Link to post Share on other sites