We’re proud of the high minimum standard the demo sets, but a lot of its elements are just placeholders. In order to keep the workload at a sane level pre-funding and in the demo phase, I had to keep the design of the game’s sprites relatively simple so that they were fairly quick to create.
Moving forward, the entire game will be overhauled, refined and polished. Here’s a sample of the true standard of sprites that’ll feature in Omnis:
Elyn Studios has an artist on board now and we’ll be working closely with her to make the character designs as visually attractive and interesting as possible, so their appearances may change again. The above is simply a demonstration of the intended level of quality for all sprites (rather than us expecting anyone to “take our word for it”).
Another area that’ll be getting some serious TLC is the sprite animations, which again were kept simple and fairly quick to produce.
One significant improvement we’ll be making is to upgrade from three frames to six. Below is the old version of Orphan’s running animation and then the new version, with the 6-frame upgrade in effect:
OLD, PLACEHOLDER VERSION
NEW, FULL-GAME VERSION
That’s all for now, folks. There’s an update coming terrifyingly soon about our Kickstarter campaign! We’re also working on a new website (one less awful and cluttered) and we’ll be announcing the identity of our Character Artist very soon!
Stay tuned and share, folks! Every inch of support counts!
-S.E
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