Easing back into things with the underground tileset, parallax and assets. There's a 1-way wooden platform, stackable stones, a tar pit and a moving girder. Still not 100% on the 16-bit parallax background. The deepest area needs more texture. Not sure how to approach it without making it too busy...
With the Narwhelp there I at first thought the ground was water (blue, wavey). Does he live and swim in tar? Poor guy, it's like a baby seal and a natural disaster.
Will you sink slowly into the tar like the quicksand in Mario?
Shaun, I loved the Parallax bg when I played it at SXSW. Concerning the depth/business conundrum, I like the thinner stroke along the stalactites in the 2bit screen vs. the thicker border in the 16bit. Maybe that could take away some busyness to make way for some shading?
Every screenshot I see makes me hate you a little more, Shaun Inman :)
Re: back texture, perhaps some more low-contrast curvy lines, like wide waves? Something tiled and wallpaper-y might get busy. But, it looks awesome as it is.
I'm curious about whether there was some intent/process behind the four variations of this screen? Just explorations of style? Or more than that? Are these variations you often do for new projects?
Update: I believe I partially answered my own question with some reading... it seems as though your idea here is that you are offering multiple skins (1bit/8bit/...) for the same game! Cool.
16 Responses
Pro
Shaun Inman
Easing back into things with the underground tileset, parallax and assets. There's a 1-way wooden platform, stackable stones, a tar pit and a moving girder. Still not 100% on the 16-bit parallax background. The deepest area needs more texture. Not sure how to approach it without making it too busy...
about 2 years ago
Pro
Jonno Riekwel
Well, I love it.
about 2 years ago
When you say "stackable stones" do you mean the player will be able to pick them up and move them around?
about 2 years ago
Pro
Shaun Inman
Nope. Don't mind me, just alliterating. (Maybe in the sequel ;)
about 2 years ago
Pro
Philipp Antoni
That wavy pattern on the ground is pure nostalgia.
about 2 years ago
I can not wait to get a chance to play this
about 2 years ago
I played it at SXSW and it. was. amazing. Shaun, remember, $6,000 price point.
about 2 years ago
Yeah, I was just asking about moving items because it made me think about controls again after playing it at SXSW and how that might work.
about 2 years ago
Pro
Philip Renich
With the Narwhelp there I at first thought the ground was water (blue, wavey). Does he live and swim in tar? Poor guy, it's like a baby seal and a natural disaster.
Will you sink slowly into the tar like the quicksand in Mario?
about 2 years ago
Will we be seeing Wiweo in said sequel?
about 2 years ago
Pro
Dan Rubin
If there was one reason to have been at SXSW this year, playing Mimeo would have to be it.
DAMNIT.
about 2 years ago
got to play it and it is off the chizzy. really looking forward to it.
about 2 years ago
Pro
Trent Walton
You know what I see? Pits for me to fall in!
about 2 years ago
Pro
Chandler Van De Water
Shaun, I loved the Parallax bg when I played it at SXSW. Concerning the depth/business conundrum, I like the thinner stroke along the stalactites in the 2bit screen vs. the thicker border in the 16bit. Maybe that could take away some busyness to make way for some shading?
about 2 years ago
Every screenshot I see makes me hate you a little more, Shaun Inman :)
Re: back texture, perhaps some more low-contrast curvy lines, like wide waves? Something tiled and wallpaper-y might get busy. But, it looks awesome as it is.
about 2 years ago
I'm curious about whether there was some intent/process behind the four variations of this screen? Just explorations of style? Or more than that? Are these variations you often do for new projects?
Update: I believe I partially answered my own question with some reading... it seems as though your idea here is that you are offering multiple skins (1bit/8bit/...) for the same game! Cool.
about 1 year ago