![]() Looks like it's kinda difficult to distinguish between up, down and up/down stairs. The tile design itself is great, but it's a bit too low contrast with the walls for my tastes. With the current-mockup non-engraved floor it shows that it's tiling, but it looks like it's on purpose and while obvious it doesn't steal focus. That is, it looks like it isn't supposed to tile, but it glaringly is. The non-engraved floor in that mockup irritated me however. Have you tried that kind of engraved wall design with orthogonal walls?. It looks very unique and a very good fit to how your style evolved. Tree/grass contrast is good enough considering how it's not that important.Įngraved walls are very subtle, not sure if that's my thing I really liked the engraving you had in the mockup before (both walls and floor). Not saying that's necessarily a bad thing, just an observation. Although it seems surprisingly organic (i.e. I think the grass is definitely an improvement in terms of contrast and noise. Really inspiring and shows how much effort you put into the tileset. ![]() I'm always happy to see your work in progress. Enjoy the magical barrel-shifting screw pumps. Just note that there's a reason my tilesets weren't this way from the beginning, you'll have all kinds of stupid looking weirdness in places you don't expect it. Keen observers will probably notice new stair, barrel, switch, hill, and trap graphics. The engraved walls probably don't stand out enough, but maybe that's a feature.Īnd for the "mockups are useless, get off my lawn" crowd, have the two tilesets used to stitch together the mockup. Maybe a shift closer to ASCII (what I have for download now) is a good thing, though. I'm happy to keep them but then the whole thing would have to tilt more towards ASCII: I can't have busy floor tiles with diagonal walls without leaving obvious gaps, and I can't have busy ground tiles IMO if I don't have busy floor tiles. The rooms to the left are still engraved, and this time I've thrown in a bunch of dwarves, elves, kobolds, goblins, and humans to brawl and show off their new letters. That's the only reason I even post the mockups. Please speak up if you have anything to say. I took some of the criticism to heart and I thought I'd post a new mockup. Until then I'll see what I can do to quietly prepare. I'll believe things when Toady releases them. Q: multiple z-level view (see the z-layer below you)Ī: if supported and if I can do it in a way that doesn't look terrible. I'll probably drop support for dwarf graphics and stick with dorfletters. I don't want to go crazy.Ī: definitely not, not 9x9. If you think I'm doing separate tiles for anything but the font though, you're insane.Ī: probably not, but maybe (if supported). Q: arabic-inspired and cyrillic-inspired variants?Ī: depends on the art style I end up with and how tedious it is to have them as options. Q: tiny item tiles, like beds, barrels, wardrobes, screw pumps, stairs, and more? Doubled from the 9x9, just like I do now. Q: an old fashioned "church of ASCII" version?Ī: yes, but not custom drawn. The two rooms on the left are meant to be engraved. With the promise of better graphical support built into the game rather than as a hacky memory editing library, it looks like I'll finally be able to get a little fancy someday. I didn't even do a good job at a mockup, because it doesn't show off beds, barrels, chests, and I didn't even throw a little arena fight in there to show that I'm not doing creature graphics. If it's not what you want, cool! Please let me know! Have a poorly drawn, hastily created mockup heavily inspired by Crazy 8x8! This isn't at all final or even WIP yet, it's just thrown together to give an idea of what I want.
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