r/godot • u/DudieSpagootie • 1d ago
help me Feedback Retuested
So I’m in the early stages of getting the stages set for my game. I’m limiting myself to only the first early part of the game so that I might demo it out and see what others think.
I am not an artist on the level that some people are unfortunately but I’ve spent the last 4 years learning to get somewhere in the ballpark of what I am wanting. There’s still a few things left for this scene including windows on the biggest building.
And to be clear I am not using nor do I want to involve AI.
Anyway my question really is that if anyone is willing to provide some feedback or pointers for me. I don’t need you to destroy my soul just some corrections or encouragement would greatly benefit me.
Edit:
This is for a 3d/2d rpg in the style of tactics games but with the ability to actively explore your surroundings. I will also note that the battle mechanics will not be tactical but instead will be slightly different and the characters will of course be sprites.
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u/Triysle 1d ago
Hi there. It’s tough for me to give good feedback without knowing the intended gameplay. Is it a city builder, an rpg, a tower defense game, something else? On its own it’s a fine little diorama, but I’m not sure what kind of feedback would be useful for you here.
If you just want some encouragement, my advice would be to chat with friends and family who know you, or at least in a smaller community like a discord server or something. The internet (especially Reddit) is not generally very kind, and if that kind of input will demotivate you then it’s worth avoiding public posts until you have a bit more to show.
Good luck in your journey regardless!
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u/DudieSpagootie 1d ago
I’ll have to update the post to include that information it totally slipped my mind. But this would be something like a mix between the tactics style but the battle mechanics will not be tactical as much as I love that style I wanted to try my own ideas and not rely to heavily on influences. And yeah I don’t mind feedback or even being told something just doesn’t work or isn’t good, I think what I would like to avoid are some of the just outrageous comments people make but I’m gonna go out on a limb and assume I’m not really doing anything to warrant such a res… I hope!
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u/homiedude180 Godot Regular 1d ago
I think the biggest thing standing out is that the textures are a little too detailed for the geometry given. The two solutions would probably be to either:
A) simplify the textures, to better match the simple geometry, or
B) make the geometry a little more complex/assymetrical.
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u/DudieSpagootie 1d ago
Yeah I see what you mean, I scaled them down to 128 and some even down to 32 but I think that’s part of the problem is there’s a mix of too defined and under defined textures so it doesn’t look as cohesive as it could. Think I’ll go in and try to adjust that while also doing some texture painting to help break up the harsh lines
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u/The-Chartreuse-Moose Godot Student 1d ago
Hey dude, good work! It looks good enough to me. Some more interesting lighting on the scene would help it though I think.
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u/DudieSpagootie 1d ago
I think I’m really struggling with that because that’s not something. I really put any time into understanding but you’re totally right. It does need more dynamic lighting to kinda help it not seem so bland. I’ll probably look into understanding that more tomorrow after work but yes absolutely agree with that and thank you so much. I’m no genius but I’m a guy with an idea and wanting to create a game that I always wanted to play.
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u/The-Chartreuse-Moose Godot Student 1d ago
Give yourself some credit! You've got solid models and textures there, with good use of colour. As for the lighting: just play about with it. Change the angle of the light, increase its strength so there are more shadows, add more individual lights - perhaps to emulate light coming from the windows.
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u/DudieSpagootie 1d ago
Thank you! I definitely will be adding the lights, I would like to have a day night cycle but not anything overly complicated. 4ish years on messing with this stuff has really shown me just how much goes into this game dev stuff.
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u/OtherwiseArachnid272 1d ago
More painted shadows. They look good, even if they aren't realistic.
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u/DudieSpagootie 1d ago
Well I’m actually rendering this in blender but I moved the light because I felt the shadows were too dark but without them it definitely lacks any real depth. I have a lot to learn about lighting for sure! But I could also export into procreate and manually add shadows as well might give both a try and see what outcome works best 🤔
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u/DiamondHandApe 1d ago
I'm no pro, but looks a bit messy. Unless a shader fixes it, I'd probably try to use less colors in the textures. Sometimes less is more! It doesn't look bad though!
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u/DudieSpagootie 1d ago
I did drop it to 32 bit fro the color depth but I think I may need to do more of that in some areas cause I do agree it’s a little too color rich. Definitely needs to look more washed out I think.
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u/wswaifu 1d ago
I think it looks cute - could work well for a PSX-style strategy game. Probably more important to see the characters you're going to use for this. Sprites would probably work pretty well, I'd think :)
You may want to have the path texture a bit less square-shaped, with a transition to the green - you could look into vertex colors on your geometry to use as a mask to blend path and grass.
I think it'd also look a bit better if the doors get a frame. But these are just graphical details.