Design Dilemma!
Ugh, it was inevitable, but I’m having another “I’m not sure about the whole design and style of the game” moment…
It was brought on this time after I created this wall:
Now, I think that’s a pretty nice wall, but then when it was sitting next to some other models I had the unfortunate realisation that the styles weren’t really consistent. Especially if I was to add further detail and weathering to it.
The concept art I have looks amazing and would make a great game, but maybe it’s just not the game I want to make at this time.
The issue is that I generally prefer a more detailed, realistic style, both to work on and look at.
Or maybe it doesn’t look too bad? (Ignoring the inconsistent lighting, depth etc! I just smashed it together in Photoshop)
However, I still lean towards a more realistic style, and other assets, especially the creatures, really don’t align with that.
Below is an example of two similar enemy designs, one from my game and one from Abe’s Oddysee. Both can work in different games, but one of them I personally find much, much more appealing.
So my dilemma is - do I redesign everything in line with what I’m truly interested in? If I do, then how much will I need to change, e.g. can I still work with the same main characters? If not, then I’m basically starting from scratch.
This is a big project that requires a lot of work over a long period of time. If I’m not 100% into it then it’s not going to make it.
If I want to be creating a claymation Abe’s Oddysee but am working on something that looks like a Saturday morning cartoon then will I have the motivation to see it through? I don’t think so.
My other big concerns are around originality. As much as I love Abe’s Oddysee, I can’t just go copying it. The themes and setting of my game were already heavily inspired by it, so if the designs were also similar then it might be getting a bit too close for comfort.
Maybe that’s fine. I’ve heard Lorne Lanning say both that he likes to see creations inspired by Oddworld and that he likes claymation games, and people love to have more of what they like.
When it comes to art, though, you want it to feel sincere and not like you’re just copying off someone else. If I can find that balance then I’ll be very happy.
So work continues, but as usual it’s two steps forward, one back.
I’m not upset about “wasting” stuff I’ve already made, or work I’ve already paid others for. It’s more important to be on the right track. It’s also all practice, and the next things I make will be even better.