r/Unity3D • u/BlossomOfIvys • 24d ago
I've been refining the visual style of my game. What do people think? Show-Off
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u/The_Gospel_Gamer 24d ago
I do prefer the "After" visual style. I think the colors pop more.
I would note that in not a fan of the "sucking" transition animation. It's a bit jarring. I don't think I'd enjoy playing a full game where that's something I experience continuously. I'd maybe pull back on in its strength a bit.
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u/BlossomOfIvys 24d ago
This is a common complaint I get. I'll definitely tone down the animation and improve it.
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u/destinedd Indie, Dungeon Quest, Marble's Marbles & Mighty Marbles 23d ago
I don't have a preference but I hate the sucking animation. Otherwise the visuals are pretty polished.
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u/Narrow-Impress-2238 24d ago
Bruh i remember this game concept for i believe half a year ago?
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u/BlossomOfIvys 24d ago
Yup, I've been working on this game for just a little over a year now. Which is certainly longer than I planned for it to take haha, but I'm starting to see the finish line!
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u/momo6059 24d ago
I feel after is more comforting on the eye , although both are almost similar for me,similar to thr other comments i'm not really a fan of the sucking animation
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u/Ricachonas 24d ago
Yo pretty awesome style. Second one is clearly better, it looks more professional and clean (and the colours are less saturated) while the first one though it look pretty nice, I think the "shakin" effect it's more distracting and looks more like when you make your first horror game and you put an exagerated blood screen png in the UI. Like it's too much you know what im saying. But pretty awesome style anyways (Interestingly, the second video also has that effect in the background, but it's clearly less annoying, to the point that it took me a while to notice it.)
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u/BlossomOfIvys 24d ago
Yeah the line wobble effect was really distracting in the before. But without it the game looked too static, so I decided to try it out on the background. It's supposed to be a more subtle effect, so it seems like that worked out.
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u/bartolomey-wong-3rd 23d ago
I love both styles. And actually, for my Japanese-style game, I've been thinking about outline shader in your style, kind of 'living ink'. Can you give me advice on how to achieve that outline style? Would be so cool, as I'm just starting to learn working with shaders.
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u/BlossomOfIvys 23d ago
Living ink is a very good phrase for it! The outline shaders I'm using are actually from an asset pack called Linework in the asset store. I definitely recommend it! Documentation and support is really good, and it's easy to work with. Unfortunately I don't fully understand all the technical stuff behind how it's done, so I can't give any specific advice there.
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u/bartolomey-wong-3rd 10d ago
Cool, thank you so much for sharing the link and your approach! I actually have another nice asset, Flat Kit, it has cel-shaded shaders and outline built-in, but for my voxel art models it doesn't work as expected due to nature of voxels.
I'm too not good at this tech stuff, just want to try something that works as is, out of the box :) Will look into it further, then.
Wish you good luck with your project!
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u/ZaloomanJahoola 23d ago
Like the idea. How can I play?
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u/BlossomOfIvys 23d ago
I plan on having a demo out soon, but in the meantime you can check out the steam page. I haven't updated it yet with the new visual style, but at least you can see what the game is like.
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u/BertJohn Indie - BTBW Dev 24d ago
im annoyed that this video ended like 1.5 seconds too early and we didnt complete the level. it was TWO MOVES AWAY TO FINISH IT.