09-02-2015, 06:11 AM
quiltyquilty Wrote:Just as a reply to all the stuff SL said:I've noted this, and thanks for the feedback.
I think that trying to take perspective into consideration when making the new doors is sort of a moot point, when the reality is that this "new perspective" project has walls with a totally nonexistent perspective, being, from topdown you can see both sides of the walls. Trying to make doors that totally match that standard would basically be impossible.
Along with that, even if the new doors were, in your opinion, "more correct" despite perfection being impossible, it seems that the truth, regardless of how correct said doors are, is that the older ones looked better. First of all, Supernorn originally sprited the doors to match up with the new walls, so is the padding theory totally correct? Why not change the walls to match up with the old doors instead, since the old doors were much more aesthetically pleasant?
Another good reason that the doors are not all that desirable is because, unlike the old doors, their color scheme doesn't totally match up with the walls. They're much darker and grittier, similar to the current doors. The shading isn't bubbly, and the colors aren't bright. It just doesn't match.
I hope that this feedback helps.
Admittedly I wasn't able to ask Supernorn how he envisioned the walls during the time I was making the doors, so I had to use my best judgment. It honestly hadn't occurred to me that the walls might have been straight and that the isometric view made them appear slanted; if it had, I would've just made all the vertical doors slanted. I'll make it a point to ask Supernorn how the walls are supposed to work in the near future. As for the colour scheme of the doors, I wanted to match the old-old doors as closely as possible, but if that's not preferable then making them closer to the old-new style shouldn't be hard.
I did consider just making new walls to go with the doors, but I'm really not okay with that idea since the current walls/glass are all Supernorn's, and making entirely new stuff would mean completely excising all of his hard work. Funny perspectives aside, it was the last bit of spritework he did for the game and it's good spritework, so I'd really like to use it. It's just that maybe my first attempt at it didn't quite cut the mustard.
Ultimately the advertising has been done, so I'd like to wait until Cogmap 2 goes live so the players can see the new doors/walls for themselves, since experience from still images and experience from gameplay tends to be a little different. If the complaints persist after that, though, then I'll remake them with a better of idea of how they're meant to fit.