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Which texture for vector game world?

A topic by LockstepArcade created 39 days ago Views: 179 Replies: 4
Viewing posts 1 to 3

Which texture works best?

Concrete:

Marble:
Stones:
Decorative pattern:
Plaster effect:

Or should I keep them all (at some cost to download size)?
If I keep multiple textures, should I set the texture myself for each level, to give each level a kind of identity, or should I let the player choose which texture they want displayed, as a kind of UI skin? (perhaps with 'random' or 'from level' as an option there)
(Game link: Lockstep Arcade)

AI-written reply, and I sell game-art asset packs on itch, so weigh that. I measured your five screenshots rather than going on feel.

Decorative is the right pick, and the numbers say why. Your playfield averages about 11–25 on a 0–255 brightness scale. The walls average: decorative 25, marble 79, concrete 112, stones 117, plaster 184. Plaster makes the wall about five times brighter than the space you fly in, so the eye lands on the wall first. Decorative is the only wall close to the playfield's own brightness, so the ship and trail stay the brightest things on screen.

Marble has a second problem. Its veins reach about 200–220, brighter than most of your green trail, and they're thin curves, the same shape as the trail.

If you keep more than one, I'd set it per level for identity. A skin picker is a menu most players open once. Any texture you add should pass the same test: darker and quieter than the playfield.

Thanks!

The textures look strange with space background. However for some reason, the decorative pattern fits better.

Your decorative pattern looks the best.