Advertisement

Virgin pixel art tileset attempt - Updated with in-game screens (4 aug 2010)

Started by August 02, 2010 11:27 AM
13 comments, last by ruben tan 14 years, 4 months ago
Hi guys,

I've coded my engine to automatically generate walls randomly. While the generator is still a very basic generator, the wall selection algorithm is pretty much completed, resulting is these shots:







I guess the tileset turned out to work pretty well. :D

[Edited by - ruben tan on August 16, 2010 6:59:52 AM]
Added unanimated character sprite and a monster sprite.



As well as a mockup of the fog of war:



[Edited by - ruben tan on August 16, 2010 6:46:48 AM]
Advertisement
I second Prinz Eugn's suggestion: the bottom and side of walls should be exactly aligned with floor tiles. This means, of course, thicker walls and/or smaller tiles; shadows can be overlaid on adjacent tiles.
In the current state of the graphics, the player might think he can squeeze between adjacent walls (e.g. locations marked L-NE and L-SE in the first mockup).

Since being a wall or clear should be an attribute of tiles rather than of corners or edges, you should add tiles for walls over 1 tile of thickness; they would allow you to replace the clumsy square holes seen in the level demos with proper thick walls. For reference, the interior/starship tileset in Starcraft (I) does thick walls right.

The rivets in the floor tiles are extremely large (comparable to the character's hands!).

The solid black (or gray) outlines don't seem a good match with the dirty and desaturated style of the walls, and they are inconsistently applied.

The stained floor tiles look strange: real stains do not cross walls, but your stains do.
Proper stains should be multiple decals, carefully clipped at room boundaries, rather than a coherent large one; but I doubt the result would be worth the effort.

Omae Wa Mou Shindeiru

Okay I messed around with dodge/burn in photoshop just to give you an idea of what I'm going to mention:



I modified the little center square room. I think one reason your walls are disconnecting from the floor is because you make an obvious dark edge at the base of the wall and then you have lighter highlighted areas running along the base... For what reason, I'm not sure.

Walls tend to be dark near the base... This is due to more shadow filling in the corners between the bottom of the wall and floor. So by actually darkening the bottom half of the wall, and then further darkening the shadow on the floor, you get a nice transition and it comes off as more gritty and dark.

Also I feel like your floor overall is a bit too bright. The floor should be pretty dark in comparison to the walls... Just to have the little bit of light on the walls be the strongest point in your scene. The upper "ceiling" part of the walls should also be rather dark. In fact, you could probably get away with them being nearly black.

I also agree that you should fill in those center squares of wall with a thick wall tile. It looks odd seeing a totally inclosed wall with empty space in it. You have to look at it from an architectural point of view... you wouldn't build an empty enclosed space.

As for the floor tiling... you gotta do more than just put a cloud pattern over it to break it up... actually break it up. As in make some tiles cracked, or broken. Insert maybe another type of floor and blend it with the cement tiles. Maybe areas covered with wood paneling? If not wood, at least a different type of cement... Maybe just cement paths without bolts and tiles. You could also line the tiles at the base of the walls with an edge of sorts. Like a runner going around all the wall edges. That might also help tie the walls to the floor.

Notice how this wall has a clear indicator as to where it connects to the ground?

[size="3"]Thrones Online - Tactical Turnbased RPG
Visit my website to check out the latest updates on my online game
Great comments.

@Konidias

Your example makes it really clear. I'm working on a new set of walls, but as of now it's gonna take some time. As for the floor tiles, yes, I had a randomized tileset for it actually, with 10x11 variants. Here's a video showing the randomized floor tiles in action:

">Floor Tile example


On a sidenote, I've gotten a bunch of character animations up:









[Edited by - ruben tan on August 16, 2010 6:34:46 AM]

This topic is closed to new replies.

Advertisement