In the past few weeks, I’ve been trying to put together a metroidvania in Godot. It’s a proof of concept right now but I think it’s a good start.
I’m not particularly good at art and one area that I struggle with is how to combine art to look good enough without being too busy. Getting it right is so hard! I can’t imagine the amount of work Team Cherry put in to have those wonderful areas with multiple layers and parallax effects with an interactive environment.
I must have dressed that scene at least 5 times but I’m starting to understand what works and what doesn’t. Hopefully, with some time and practice, it will look a lot better with better contrast.
Wow, this looks really good! I really enjoy the camera transition from the close-up, claustrophobic tunnel to the bigger, grander room! How did you do that?
The only critique I have are with the particles in the background, it’s pretty jarring to see them just disappear all of a sudden. I think having them shrink into nothing or fade out gradually would make them work better!
Yeah, you’re right about the particles. It still needs a lot of work.
For the camera, I use the Phantom camera plugin which I extended to have camera instructions. Camera instructions are a bunch of Area2Ds that tween camera parameters when it detects the player. For the tunnel transition, I just adjust the camera zoom and limits when the player enters or leaves the tunnel.
Thank you. I’ve started fleshing out the idea more, especially with the art. I will keep this thread updated as soon as I have more showcase materials.
it doesn’t make sense that it’s seemingly
just half the contrast of the foreground.
On the contrary I thought that was nice.
It adds to the mystique and dark atmosphere of the game.
So it makes total sense if it is intentional - however - whether one like it or not is personal opinion, which of course is what the author is asking for.