...well not quite that bad, but they did give me a headache when a power-cut lost all my work and I had to start again.
Anyway, here are some cliffs for the overworld. They follow the same perspective as the indoor tiles (roughly) but are designed to work on a slightly larger scale. Because of this there are a few rules for their deployment. Front facing cliffs take up two rows of tiles and the tale ends of cliffs also take up two tiles. i have also included varients for each piece to insure the rock formations look relatively natural.
I want navigating the overworld to have a different pace and texture to the dungeon levels. Partly to add variety to the environments, but also to accentuate the claustrophobia of subterrania.
Hopefully when I have tiles for buildings, roads, rivers, plant life and ruins some of you fine folks will be able to make some exciting world gen algorithms.
I dunno'. Maybe it's just me, but those cave entrances...well, in particular the ones not facing "south". I realize what's going on, but it just looks odd with everything else being oriented "south".
ReplyDeleteThe shot with the sheep and shepherds...too cool! Lol that is neat. Gotta' do sheep in my game. Heh.
Keep 'em comin'!
yeah, I know what you mean. I didn't intend for the tileset to get this complicated originally - the further you get from ASCII symbolic representation the more visual problems you introduce. Mostly I wanted the tiles to be as versatile as possible (hence the different facing caves) they are optional though and you could forget about them and just make zelda style front facing maps.
DeleteAll the same I think I'll have a go at adding some shading to improve readability - worth a try.