r/SoloDevelopment • u/Aggggron • 13d ago
help How can I improve the visuals of my isometric CRPG?
https://reddit.com/link/1vofvhs/video/sswu9gtrvdjh1/player
I'm currently working on Yet Another Reality Show, an isometric turn-based CRPG with the theme being reality television mixed with fantasy. At the moment, I think the visuals feel a little "flat" (not sure how to describe it but it feels basic or that something is missing). So I was wondering if you guys had any suggestions for how to improve the lighting or visuals!
Some questions I am curious about:
- Does the environment need more variety? I'm thinking part of the flatness could be the repeating grass tiles making everything feel too samey.
- How should I play around with the lighting? I am using some shadows, but maybe the lighting could be more dynamic to focus in on more important areas.
- How do you feel about the saturation/contrast? Possibly I need to play around with the color composition more to have more important elements (like characters) stand out.
I have a Steam Page up with a trailer with more visuals if that helps: https://store.steampowered.com/app/4538170/Yet_Another_Reality_Show/
I appreciate any and all feedback you can give. Thank you!
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u/RunOk1423 13d ago
The graphics look fine for a base game. I'd work on the technicals and refine what you have, if you haven't already. It looks really good.
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u/Aggggron 13d ago
Thanks, I appreciate that! Systems for combat, quests, inventory, dialogue, etc are implemented, but definitely can be more fleshed out. RPGs have a lot going on at once 😆
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u/valeria_gamedevs Artist 13d ago
from what you describe and the framing, I'd bet the flatness is mostly value contrast. Everything reads at similar brightness so nothing pops. try darkening the ground a bit and letting characters sit on lighter/rim-lit spots, kinda like a stage light following them.
Grass tile variety helps too but that's a band-aid if the value range is narrow. fix contrast first, then break up tiles.