The Rusted Soul
Concept Screens
#1
Posted 11 February 2015 - 10:27 PM
For this first screen, I am planning on making the Triforce symbol smaller. I'll also make more decorations in the room itself if it will stay. I'll also make a darkening layer, though that'll be for most of the tower.
As you see, I am playing around with some different things, such as having background layers. The stars aren't animated as of yet, but I'll probably make them so, either by changing sizes and "twinkling", or just by subtly changing colours... we'll see what works and what I have time *cough cough, ambition* for.
I also have hint tiles as you see at the top there, though I have since changed them to be less...obvious... and generally less shiny. I like how it's turned out. I'm not saying I'll get rid of the hint tiles I have in this screen, just that they will be re-purposed.
Anyways, let me know what you all think.
- Joelmacool and KingPridenia like this
#2
Posted 14 February 2015 - 10:04 PM
Here's what I changed the Hint tiles to. As you see, they went from alot of shiny-ness to only varying shining points that show up only for small periods of times.
- David likes this
#3
Posted 15 February 2015 - 12:48 AM
I'm really liking what you are doing with those background layers because I think the star background looks really pretty. I'm excited to see future screens from this quest project!
#4
Posted 15 February 2015 - 01:35 PM
Thankyou! I'll have to still do some editing on the stars, I may have them just change colour ever so subtily (going from bluish to bright reddish and back) to give it a twinkling aspect, but that can be done later after I do the layouts. As I make more screens I'll post them to show how things are going along
#5
Posted 17 February 2015 - 07:02 PM
Hmm... decisions decisions... should I expand the stars to make it so that you need to hookshot over/make a pathway appear, or keep it like this?
Edited by Limebeer, 17 February 2015 - 07:37 PM.
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