Dungeons need to be furnished to stop them from being boring empty spaces. Ideally the furniture should serve other uses besides decoration. Bookshelves can be ransacked in search of spells, recipes and maps, beds can be used to rest and fires cooked over.With a limited capacity to carry equipment the cupboards need not be so bare either. A barrel could be full of apples but a sensible adventure would only take a few.
These are just a few mock ups. I think furniture will be the most challenging areas of this tileset, as I want to provide lots of props to create engaging environments.
Awesome, as always. Just one question: What is in the front of the chest in the top right in the topmost picture?
ReplyDeleteThat’s supposed to be a sack. I'm not totally decided on how to depict what’s left behind when monsters are killed, I might try and create corpse images for each monster type but I have a feeling that they won't be recognisable enough. If that’s the case then the ubiquitous sack ‘o' loot might be the answer.
ReplyDeleteAww, I was looking forward to unrecognizable corpses. It's what I remembered from "Bloodstone" (okay, that wasn't 8²).
ReplyDeleteI never did pixel art, but I played around with the sack image (that means, I replaced two pixels) and I think it would be more recognizable if you made the bottom right pixel transparent and slightly highlighted the pixel to it's left.
Checked out bloodstone, looked pretty sweet, its a shame i didn't play it back in the day.
ReplyDeleteI tried the change you suggested, but it didn't work for me. Maybe I need to start over with the sacks, or loose them all together - mangled corpses here I come!
Thomas, I really like the way you've made the dungeon come alive! If you ever feel like ramping up to 24x24 pixels I know just a game that would need some Whetnall love ;-)
ReplyDelete