I spent quite a bit of time experimenting with doors and the way they opened. I tried foreshortened doors that fit exactly with the perspective of the walls, I tried doors that were shown front on or side on depending on their position. In the end I decided that utility should come first, so I opted for the front facing variety with a collapsed version to indicate an open door and a alternative graphic for broken doors.
Below are a selection of doors intended to cover a range of durability and visibility options. So a curtain would offer no protection when closed but would block line of sight completely, a wooden door with a peep hole would offer some protection whilst allowing a line of sight when next to it and a metal grill would offer a free line of sight, good protection against melee attacks and no protection against ranged weapons.
Monday, 30 January 2012
Friday, 6 January 2012
Roof geometry
Of all the tiles I am making, without a doubt the hardest to program for will be roofs. So if you planned on having towns in your game sorry in advance.
I am still working on the roofs but the images below show the layout I will be using for their geometry. I'm making three sets of roof tiles. the first will be for thatched buildings, the second will be steeply pitched tiled roofs (churches and such like) and the third and simplest will be ramparts.
The templates below are mock ups intended to show every possible angle juncture. I will texture them and slice them up into 8 by 8 tiles, keeping one of each unique tile. I've not counted how many this will be but it will be it'll be loads.
Hopefully these tiles will allow you to place a roof on any procedurally generated building footprint (within reason). I feel like I'm going overboard on this but its quite fun.
Click to see full size images.
I am still working on the roofs but the images below show the layout I will be using for their geometry. I'm making three sets of roof tiles. the first will be for thatched buildings, the second will be steeply pitched tiled roofs (churches and such like) and the third and simplest will be ramparts.
The templates below are mock ups intended to show every possible angle juncture. I will texture them and slice them up into 8 by 8 tiles, keeping one of each unique tile. I've not counted how many this will be but it will be it'll be loads.
Hopefully these tiles will allow you to place a roof on any procedurally generated building footprint (within reason). I feel like I'm going overboard on this but its quite fun.
Click to see full size images.
Thursday, 5 January 2012
The murkey depths
New year new update, and today we are going to be talking about recessed floors! how exciting.
Basically I have added tiles that allow for depressed areas of floor in dungeons, these depressions can then be filled with various entertaining elements, like flaming hot magma, fuming acid, filthy sewer water or swirling mists. In addition to looking pretty snappy, these should open up some nice new game mechanics: equipped armour could rust if you wade through water too long, floor tiles could drop away into lava the second you step off them, yawning gulfs could be spanned with flammable rope bridges, etc etc.
In addition to the more dramatic effects the depressed tiles can also be used on top of a solid floor to create slight height difference. This could be purely aesthetic or it could give you a slight advantage when beating down on an enemy. All told these should interrupt what would otherwise be a level and uneventful playing field.
Basically I have added tiles that allow for depressed areas of floor in dungeons, these depressions can then be filled with various entertaining elements, like flaming hot magma, fuming acid, filthy sewer water or swirling mists. In addition to looking pretty snappy, these should open up some nice new game mechanics: equipped armour could rust if you wade through water too long, floor tiles could drop away into lava the second you step off them, yawning gulfs could be spanned with flammable rope bridges, etc etc.
In addition to the more dramatic effects the depressed tiles can also be used on top of a solid floor to create slight height difference. This could be purely aesthetic or it could give you a slight advantage when beating down on an enemy. All told these should interrupt what would otherwise be a level and uneventful playing field.
Wednesday, 21 December 2011
Ready to download
Version 0.1 of the eight2empire tileset is ready to download, just click the tab at the top of the blog and bring it home!
At the moment only level and monster tiles are included but I'll be adding item tiles as soon as I can. Hopefully there is enough material to get you going and keep you entertained while I work on filling out the set. As always your comments and feedback are greatly appreciated.
At the moment only level and monster tiles are included but I'll be adding item tiles as soon as I can. Hopefully there is enough material to get you going and keep you entertained while I work on filling out the set. As always your comments and feedback are greatly appreciated.
Friday, 16 December 2011
Magic Spells and Potions
Potions and Magic often overlap heavily in games, with many spells having equivalent
potions and vice versa. I think it takes away the uniqueness of magic and
prefer when there is a clearer distinction between the two, in terms of effect
and usage.
Potions should include anything you can put in a bottle. From the everyday things like lamp oil, milk and soup to old favourites like poison, acid, hallucinogens, nerve tonics and antidotes. Their effects would always be direct and singular to an individual, lowering or raising a stat or causing a status effect like paralysis.
For the more exotic potions the player would need to find recipes and then collect ingredients - or purchase them directly from witch doctors or apothecaries. Potions can be held in small medium and large bottles, capable of containing 1,3 and 5 doses respectively. The advantages to smaller bottles are their use as sling ammunition and their lower chance of breaking when the player takes blunt weapon damage (Broken glass covered in poison might have its uses though).
For magic I prefer the pulp fantasy variety that costs its users dearly - dabbling in dark arts should not be taken lightly, and wizards shouldn't be able to walk around throwing fire like tennis balls. Spells should be cast with ceremony - laying down arcane areas of effect like protection from beasts or auras of fear and frenzy.
To reflect this I have made some spell tiles that are written in the players blood. Yes sir, our HP and manna are now one and the same, every spell bleeding a percentage of life force out of you. The closer you are to death the cheaper magic would become hopefully adding some strategy and drama to magic use. Thematically it might turn heavy magic users into Elrik like characters - addicted to restorative potions, stimulants and other concoctions to negate the crippling effects of their sorcery. Or perhaps the blood of innocents could be harvested for use in magic instead.
All of these ideas might make for tedious and boring game play, I don't know, but I like the idea of character classes created by playing styles, rather than doling out an MP meter with each wizard and arbitrary armour restrictions to archers...
Potions should include anything you can put in a bottle. From the everyday things like lamp oil, milk and soup to old favourites like poison, acid, hallucinogens, nerve tonics and antidotes. Their effects would always be direct and singular to an individual, lowering or raising a stat or causing a status effect like paralysis.
For the more exotic potions the player would need to find recipes and then collect ingredients - or purchase them directly from witch doctors or apothecaries. Potions can be held in small medium and large bottles, capable of containing 1,3 and 5 doses respectively. The advantages to smaller bottles are their use as sling ammunition and their lower chance of breaking when the player takes blunt weapon damage (Broken glass covered in poison might have its uses though).
For magic I prefer the pulp fantasy variety that costs its users dearly - dabbling in dark arts should not be taken lightly, and wizards shouldn't be able to walk around throwing fire like tennis balls. Spells should be cast with ceremony - laying down arcane areas of effect like protection from beasts or auras of fear and frenzy.
To reflect this I have made some spell tiles that are written in the players blood. Yes sir, our HP and manna are now one and the same, every spell bleeding a percentage of life force out of you. The closer you are to death the cheaper magic would become hopefully adding some strategy and drama to magic use. Thematically it might turn heavy magic users into Elrik like characters - addicted to restorative potions, stimulants and other concoctions to negate the crippling effects of their sorcery. Or perhaps the blood of innocents could be harvested for use in magic instead.
All of these ideas might make for tedious and boring game play, I don't know, but I like the idea of character classes created by playing styles, rather than doling out an MP meter with each wizard and arbitrary armour restrictions to archers...
Wednesday, 14 December 2011
Furniture
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.
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.
Saturday, 10 December 2011
More dungeons
Here is a selection of wall graphics, you'll have to click the image to see them bigger (and maybe Ctrl+ a few times). I have all the shading saved as a separate layer in Photoshop, so its pretty easy to create new themes by sliding different textures underneath. I'll make some more elaborate mockups later when i'ts not 2 in the morning and my eyeballs don't feel like they are made of sand.
I am doing all this on a fairly crummy laptop, so its pretty hard to judge whether I have the contrast values right, anyone out there with a calibrated CRT wanna give me a clue?
I am doing all this on a fairly crummy laptop, so its pretty hard to judge whether I have the contrast values right, anyone out there with a calibrated CRT wanna give me a clue?
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