James Brill

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James Brill

James Brill

@jamesebrill

Game developer building Coma Control. Wishlist on Steam at https://t.co/a9eIFca8Bt

London, UK Katılım Mayıs 2016
187 Takip Edilen235 Takipçiler
James Brill
James Brill@jamesebrill·
I've been experimenting with procedurally generated puzzles in Coma Control this week. #gamedev #indiegames
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James Brill
James Brill@jamesebrill·
New game mechanic in Coma Control: hunter boulders. You move, they move. Get too close, they explode. #gamedev #indiegames
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James Brill
James Brill@jamesebrill·
What steps would you take to clarify that style and modify the game to use it? (10/10)
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James Brill
James Brill@jamesebrill·
Current art style is placeholder - I'm open-minded about converting it to something radically different. But I have no idea where to start on defining the final art style. I just know I need something better than what I currently have, at least from marketing perspective. (9/10)
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James Brill
James Brill@jamesebrill·
* The pure top-down perspective (chosen to make my life easier when drawing) sometimes confuses players when distinguishing between solid walls (the black void) and walkable areas (the grey dungeon tiles) (6/10)
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James Brill
James Brill@jamesebrill·
* The overall aesthetic, especially the environment, is bland with no consistent use of colours. I use colours to distinguish the many different tiles in the game, which results in a mess of greys and bright colours (5/10)
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James Brill
James Brill@jamesebrill·
Some details/challenges: * It's a top-down tile-based puzzle game with many different tiles. The readability of these tiles is critical, so the art style should not have too much noise/detail (3/10)
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James Brill
James Brill@jamesebrill·
* Gameplay: use logic to set off chain reactions, avoid deadly traps, and ultimately escape each level * Most sprites are 32x32 pixel art to build 640x360 view. However, this resolution isn't respected by my shaders and particle effects, which render at higher resolutions (4/10)
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James Brill
James Brill@jamesebrill·
I'm happy with the game itself and my goal is to migrate my Itch .io demo to a Steam page. However, it's held back by a dull, inconsistent art style based on my programmer art. When people glance at this game on Steam or social media, I want its visuals to pop. (2/10)
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James Brill
James Brill@jamesebrill·
@StoryInGodot That's one of the effects, yes. Though not just the player that can be affected by these lasers.
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James Brill
James Brill@jamesebrill·
@SnkyGames It grants the player temporary invulnerability. But it also does the same to other objects, which completely changes their behaviour, especially flying arrows...
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