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The Official Quest Screenshot Critique Thread


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#1636 Jared

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Posted 04 December 2011 - 11:28 PM

Ah, no. It's not enterable from the right. But, I did also think the middle is empty and too green . icon_razz.gif
I'll add some dirt, thanks!

#1637 Omega

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Posted 04 December 2011 - 11:37 PM

QUOTE(Schwa @ Dec 4 2011, 06:24 AM) View Post

That excuse doesn't cut it.

A ) Write notes down for yourself so you don't forget, or

B ) Wait it out anyway, come back to it, realize you just thought of something even better now that more of your game is done to give you a better frame of reference.

It's like, take your pick. You win either way. icon_slycool.gif

EDIT: No matter what argument you can make about this, I'm positive I can counter it. I'd even bet my coffee on it. Details-aspects are NEVER absolute.
lol
Well, that's also true. But some people like me don't enjoy writing things down. Counter that!
(Will probably be easily countered)
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#1638 NoeL

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Posted 05 December 2011 - 12:11 AM

QUOTE(Jared @ Dec 4 2011, 10:28 PM) View Post
Ah, no. It's not enterable from the right. But, I did also think the middle is empty and too green . icon_razz.gif
I'll add some dirt, thanks!
Lol, that's not what I meant icon_razz.gif What I meant by "dead space" is that it's walkable land the player will never walk on. There's no reason (save a couple of bushes) the player would ever go there, so it's little more than scenery. That's not bad in and of itself, but in this case it's squishing all the action into the left third of the screen. Whenever the player is on that screen they're only going to be on that left third. They would never stand where Link is standing in the shot.


#1639 Jared

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Posted 05 December 2011 - 12:23 AM

...What the heck are you talking about?
That's area Link CAN walk! O-o

#1640 Moonbread

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Posted 05 December 2011 - 12:30 AM

What he's saying is that there's no absolute reason to go to the middle of the screen, unless you had enemies on the screen or a hidden staircase underneath one of the bushes, just for examples. To be blunt, it's pointless.

Edit: What the guy below me said.

#1641 Cobgoblin

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Posted 05 December 2011 - 12:31 AM

You misunderstood, he said you can walk there, but probably never will. So unless there's something enticing there, or some other reason the player should walk there, the area is effectively dead space.

One remedy that may help the screen by and large is to move the house from the right side of the valley area to the left side.

#1642 Orithan

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Posted 05 December 2011 - 12:34 AM

IPB Image

Zelda has passed away... icon_cry.gif. Also note the slight pallet diffrences when compared to the orignal Classic tileset.

IPB Image

The beetle-like enemies, sprited from scratch, are known as Seraphs.

Any further information regarding this project I have here? THAT'S CLASSIFIED!

Oh, yeah, Critique away!



#1643 Moonbread

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Posted 05 December 2011 - 12:38 AM

I'm a bit confused by what the blue is in the first screenshot. Looks like it should be shallow water, but then again..?

Second shot looks pretty solid, though.

#1644 Obderhode

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Posted 05 December 2011 - 07:57 AM

Thanks for the comments Jared and NoeL! I'll see what I can do to fix up the mountains some. icon_smile.gif

#1645 Neppy

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Posted 05 December 2011 - 10:34 AM

I like your town Twinblake. It has a bit of touch up work to be done, but otherwise I think it looks very good. icon_smile.gif

#1646 Ica

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Posted 05 December 2011 - 01:40 PM

Oh Em Gee, I'm posting a screen!
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This is one of the first screens of the game. I mean, it's time to leave Kokiri village and start an adventure! HWOUUWWWOOOWW!

#1647 Marco

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Posted 05 December 2011 - 03:32 PM

QUOTE(Ica44 @ Dec 5 2011, 11:40 AM) View Post

Oh Em Gee, I'm posting a screen!
IPB Image

This is one of the first screens of the game. I mean, it's time to leave Kokiri village and start an adventure! HWOUUWWWOOOWW!


A very open, low quality classic screen. Add more jaggedness to the mountains, scatter the dirt? green dot tiles, so it unifies and flows well. Other than that, the trees seem somewhat odd...unnatural, as if they were planted there. Good color choice though on the mountains.

And for once, I am designing a quest, not using a custom tileset!
IPB Image


#1648 Moosh

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Posted 05 December 2011 - 03:55 PM

QUOTE(Furion @ Dec 5 2011, 03:32 PM) View Post

And for once, I am designing a quest, not using a custom tileset!
IPB Image

That's pretty cool, but you have some nasty open corners and what appears to be a misalign with that tree there. If you were to scroll down on the very edge of the screen, you'd get caught in a tree.


#1649 Obderhode

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Posted 05 December 2011 - 05:46 PM

GB mountains are giving me more trouble than I thought they would... icon_razz.gif

I tried looking at Labyrnna and Holodrum maps as well as thinking about perspective a little more, and here is what I came up with:

IPB Image

Is that any better? I keep over-analyzing and thinking it might be worse! The middle section looks kinda strange to me now.

#1650 kurt91

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Posted 05 December 2011 - 06:26 PM

Well, I'm trying to do a Game Boy-styled quest as well, so I'll give my opinion.

I like how you're funneling the player towards that warp. They can't go anywhere else, so that'll keep them from spending too long getting lost. I've seen too many quests not give good enough directions on which way to go.

This is a matter of opinion, but you might want to put in a few more trees. It looks kind of empty in a lot of places.

What is that North-center area with the warp for? It's in a lower elevation than everywhere else, has a lot of boulders that aren't seen in the other parts of town, and isn't as green as the rest of the town. I'm tempted to say that it's an open-air type of mining/prospecting area, but you still used grass-type tiles rather than dirt, so I'm not really sure.

Looking at it farther, and I may be getting a bit too analytical here, but with the way the guard is positioned and the fencing surrounding the warp tile, I'm getting the idea that the warp recently appeared, and the townspeople don't know how to react to it or what it's for, so the whole thing is to kind of keep the public away from it. If that's the case, then I have two ideas you might consider. One would be to use a larger warp to warrant the massive space being used for the general area, and the other would be to rearrange the fencing slightly, and have the player feel like they're sneaking past security to get to it. (If you're using a version of ZC that allows it, and know how, having to avoid capture by the guards would be awesome, like how Hero of Dreams did that one Fort area)

I also like how you've got the grass decorated. You aren't using too many different decoration tiles, just the wild-grass looking one and the flowers. The Southern area near the water uses different decoration though, but not a whole lot. If you're trying to keep a consistant look, like how all of your trees match, then you might want to swap those out for the wild-grass decorations used everywhere else or remove them.

In the South-East, why is the paved path completely blocked off with a fence? The paved roads tend to be the routes used most frequently, so it doesn't make sense for it to be built over with a fence. I don't see a gameplay reason for that area to need to be blocked off, since the player can easily just walk up the stairs and around it, so it's basically a corner built into a dead-end for no real reason, and actually looks as though it shouldn't be.

Layout-wise, I think it looks really good. You have a couple elevation changes, so it doesn't look too artificial, and you did a good job with the variety of tiles used. The lower wall of the area with the bomb-wall cavern in the North-East looks like you may have used the wrong tile for the corner there, but other than that, everything looks pretty good.


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