Dimensions

Currently our game has been coded to match the dimensions and resolution of the original SNES which is 256x224 with sprites the size of 16x16.

Resolution

It was simply easy to code the game at such a low resolution, but if using a higher resolution provides more artist freedom then by all means we can use a higher resolution. All that matters it has that pixel feel. Doesn't mean we have to constrain ourselves to a very low resolution

Aspect Ratio

The aspect ratio is 4:3 simply since its matching SNES. We want to modernize so we can fill wider screens so we will not constrain ourselves to this aspect ratio. So our graphics and UI have to be fluid in how they fill the screen.

Colour Scheme

The original games had a bright primary colour feel. I think this makes for easy detection of panels and gives it a bright feeling. Colours matter a-lot for panels since competitive players will complain. We don't have to stick with the primary colours feel but just have to keep in mind competitive players and adjust the panels according to their feedback.

I think determining colour scheme will be an iterative process we simply wont get right the first time. Its more important just to get something out there and keep tweaking.

Theme

Our theme is currently based on Chinese Zodiac so each of our characters are going to be hybrids of the following animals:

rat, ox, tiger, rabbit, dragon, snake, horse, sheep, monkey, rooster, dog and pig

eg. Zephyr is dragon

Asides from our characters, we have not yet decided if our UI should also reflect Chinese art style.

Character Art

Character will appear both as large animated illustration and also small pixel versions. In terms of large character art these characters will need a more or less a 1-to-1 conversion to a low resolution art.

The small pixel art is up to you to take creative control over

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