Sprites


Minor updates this week - trying out some placeholder sprites on the spider prey, keeping up with incremental art changes.  

I'm fairly certain I'm going to go through a few complete overhauls on the art style before settling on something.  I'm not interested in drawing a bunch of sprites; ultimately I want the style to be more fluid and procedural if possible.

So, it's worth trying to narrow in on what I do want it to look like.  And sound like.  Because it isn't there in either regard at the moment.

I like the chunky style of https://deinlenz.itch.io/sacrifice Some other creators have made work in this vein, lots of SokPop games have that kind of pseudo-retro look that combines low rez post-proc with fluid motion.  

Rain world is another big inspiration.  I'd like to try to get some of these creatures (in particular the spider) with procedural limb movement.


Sonically, I'm going to need to take a step back.  Chunity is giving me trouble, and will eventually be a roadblock for porting to mobile.  I'll be switching to a sample based system for the interim, to hone-in on the kind of overall sound quality that I'd like to go for.    Another rabbit hole I'd like to go down is sample spawning via Machine Learning algorithms - things like nSynth  https://magenta.tensorflow.org/nsynth If I can get it working, I can render out some different samples that spectrally morph between source samples; early versions of nSynth spit out sounds at a low sample rate; that might resonate with a chunkier visual art style. 

That's some overview of where I'd like to end up.  A lot of it is completely outside of my comfort zone.

I'm going to be taking a small trip this weekend to focus on this project a bit more than normal.  Hoping to have a bigger update next week

Files

Ecosystems_8Feb2021_Mac.app.zip 26 MB
Feb 09, 2021
Ecosystems_8Feb2021_Win.zip 26 MB
Feb 09, 2021

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