View Full Version : Which art direction to take...
dxgame
08-10-2006, 12:09 PM
I'm developing a match 3 type game where there is no adventure/quest mode, just several different arcade/endless type modes. As far as the background graphics go, do you think it would be better to:
a) Go with a decent collection of backgrounds that share a similar theme.
or
b) Go with a collection of backgrounds that are beautifully illustrated but as a whole don't define a theme, but look really nice as backgrounds.
Thanks for any input provided.
Cartman
08-10-2006, 03:00 PM
I would go with a theme. However if you are doing alot of backgrounds, this may be difficult to pull off. I've had a very low opinion of games that have wonderful backgrounds that don't have a consistant theme or look like they were random stock footage bought for the game.
electronicStar
08-10-2006, 03:12 PM
I'd vote for (B)
Rebrehc's Industries
08-10-2006, 03:21 PM
Perhaps you could group the backgrounds into similar types / colors / somethings so that you would have one sort for the first X-many levels, another sort for the next X-many, and so on, to make it seem like some kind of extra milestone to advance to the next background grouping.
dxgame
08-10-2006, 04:10 PM
Thanks for the input, much appreciated.
"Perhaps you could group the backgrounds into similar types / colors / somethings so that you would have one sort for the first X-many levels, another sort for the next X-many, and so on, to make it seem like some kind of extra milestone to advance to the next background grouping."
hmm.. interesting idea. Right now I have 8 backgrounds for 40 levels. I could double or triple that and have groups like you suggested. VERY COOL IDEA! Thank you Mr. Rebrehc. ;)
Rebrehc's Industries
08-10-2006, 04:31 PM
You're welcome, but I prefer Ms to Mr, thank you.
dxgame
08-10-2006, 05:13 PM
You're welcome, but I prefer Ms to Mr, thank you.
Please excuse me, my bad. Ms. Rebrehc. ;)
tewe76
08-11-2006, 12:16 AM
Yeah, i was going for option A, but Rebrehc's idea got me. It's a simple and beautiful idea.
OT: Rebrehc, what does "Location: Where old people visit their parents" mean?
BitBoy
08-11-2006, 01:18 AM
OT: Rebrehc, what does "Location: Where old people visit their parents" mean?
If I'm not mistaken, that would be the cemetery... :)
tewe76
08-11-2006, 02:27 AM
wow!
:)
Rebrehc's Industries
08-11-2006, 05:08 AM
Actually, it's quite similar to that. I'm in Florida!
tewe76
08-11-2006, 05:45 AM
Lol Lol Lol
To be honest, if you're making a feature crippled match-3 (no story, no characters, etc.) then you should go with whatever strategy takes the least amount of time. Less time in development means fewer sales required to break even. If you aren't producing a "best of breed" product then you need to develop the game faster.
This isn't a cloning argument. I'm just talking about the basic math of production.
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