I was going to avoid asking the community on this one, as I feel it will end up getting some half-ass input (please don't take offense), in that it is a visual question that I feel is going to draw a response based on what looks better. That is the response I am looking for, but I am also looking for a response from a development POV.
Right now I am in the process of increasing the screen resolution and implementing the menu system as well as creating other aspects of the interface, and while I enjoy having a larger screen resolution to support larger and better animated battle sprites, It creates an interesting dilemma for something like the actual menu.
I am going to start off with a battle scene comparison.
Here is the old battle scene, with a smaller resolution and limited sprite animation:
Everything is nice and cozy, graphics are pretty much all complete and I think it comes together pretty well.
Now here is the new battle scene with the larger screen resolution, and the larger fully animated sprites:
I really love this, it is balls to the wall and it comes together nicely with the larger screen. You get to see more detail, and the animation brings it together real well. However the back sprites are far from complete, the front facing sprites are incomplete, and it makes for some fairly awkward space on the screen even with all the sprites and such in. The script for the animations and everything run smoothly so far.
When it comes to the battle scene, the new version is top notch and even though it requires more work than the first one, I think it is worth the extra effort.
But now that I am starting to work the menu and everything in, the larger screen resolution not only demands larger sprites for the menu, but also requires me to reveal more on a map than I feel comfortable with. I feel like I have to really take this into consideration, because revealing too much of the map seems like it can desensitize the player to the detail on the map and makes it harder to appreciate it. I don't want to overload the player in this regard.
Here is a look at the old menu with the smaller screen resolution, as well as a look at a map in the same resolution:
Everything is nice and snug, there is not an excess of space and the workload is pretty much complete.
Now here is a look at the menu as well as a map shot with the larger resolution:
There is a lot more space in both of those shots. The detail in the map shot does not seem to stand out as much to me, instead my eyes wander into the vast space. The menu looks really small as well, and to bring everything up in size, I have to double it to keep it looking halfway decent, and even then it is too big for the screen. I would have to rework everything and use different graphics to pull it off, such as sprites for the pokemon instead of icons. Using sprites means I need to keep them consistent with the battle sprites when it comes to style, which means they either need to use the same sprites or be made from scratch increasing work load substantially.
So I guess my question is, what are your thoughts on this situation both as a developer and someone without ties to the project?
I really like them both, but they really showcase two different aspects of the game. The old ones do a better job of covering everything, where the new ones have the ability to look so much sharper but increase the amount of work significantly.
I really do not mind picking up the extra workload, I have punched out 5 back sprite rips that are animated just like the front facing ones in the larger resolution. What I care about is consistency. Part of me feels that by getting too flashy, I may kill that consistency and I am at an early juncture where I would like to make the executive decision right now before attempting to progress any further.
Sorry, I know this is for quick design questions... I just was not sure where else to post it.