Comments (2)
Hey!
You're talking about my excellent graphical capabilities here!!!
To be more realistic: i wanted to create a certain style. I'd suggest that we organize some groups of levels around different art styles. Which also means that other levels can have different graphical styles. In general most levels could use some designer touch-up.
And after all, a game like World of Goo was never known for its high-quality art. Yet is was very recognizable and because the same style was applied throughout the game, it worked really well.
from tbe.
The artwork in general is not very coherent throughout the game. Some images are raster, some are vector.
And the stick figures don't fit with the art style of the rest.
Maybe it would make sense to write down a simple art style guide.
from tbe.
Related Issues (20)
- No hints HOT 1
- Object cannot be moved back to toolbox HOT 1
- No enough space for buttons HOT 3
- Hints are outside scene HOT 1
- Phone number cannot be selected HOT 1
- Switch back on stable old-ui branch HOT 30
- Incorrect scale of some object images HOT 4
- Old UI cleanup HOT 3
- [Discussion] Requirements for UI rework
- Level difficulty ratings HOT 2
- Bad collision polygons of some objects HOT 7
- Add <hints> to all levels HOT 2
- Remove install instructions from wiki HOT 2
- Move sorting-4 to attic
- Remove skipped levels HOT 2
- Simulation is not deterministic if many explosions
- Simplify level licensing / replace “Public Domain” with all-permissive license HOT 2
- Linking error: QTest HOT 1
- Level 47 HOT 1
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from tbe.