Skip to main content

New tile types.

I've been working on adding some new tile types, and redesigning some old ones.
I've moved stairs up and down from door type tiles to overlay tiles. As I explained in an earlier post, overlay tiles types can be placed on exiting tile types, inheriting some of the qualities of that tile.

A more detailed prefab.

With descriptions.

Some of the tile types have been successful, while others I'm not happy with.  I wanted to add rounded corners to some rooms, but the result, because of the way the code works, just doesn't satisfy. I'll be dropping them for now, perhaps including them as the base wall type in another tileset. On the other hand, details and decorations are just what I was hoping for.

Details can be added to either the floor or a pit. They don't affect movement, and can be used to represent non blocking visual details, such as small pieces of trash, rugs, blood splashes, slime trails, spider's webs etc... on floors. On pits they can be used to represent spikes, large pieces of trash, rocks or boulders, skeletons, or anything else that will liven up an otherwise dull section of dungeon.

Decorations will be used to represent bookcases in a library, pipes in a sewer, fallen rock in a cave, or anything else which can block movement through part or all of the tile.

It might be a pile of bones, or some stacked coffins, anything to break up the space of a large room:

(modified NWN1 content, found online)

Decorations and details will be able to contain lights and perhaps object containers, so in a library you'll be able to search the bookshelves, or in a storeroom you can open some of the crates.

Some tilesets will work differently, so that the "walls" will be open space, while the "floor areas" will be raised areas like in a swamp, or in a crypt, In that case the "pit" areas may be handled like solid brick walls, blocking both sight and movement:

(modified NWN1 content, found online)
I'm going to be writing a simple helper script to quickly generate walkability data for any new tileset. Each tileset will use different rules for how it handles walkability. In some decorations may block sight, in others you'll be able to fly across to another room, or engage in an archery duel with a distant platform.

These other types of tileset will be reserved for later versions of the game. For now I'm just going to be making a single tile set with some visual variations.

I've also been tinkering with the idea of giving clothes to some of the beast men. At the moment they are just copies from another monster, but I'll retexture them properly if I decide to use them. It does help to define the beastmen better in to different roles, such as shaman or scout or whatever.

One thing I've noticed recently is that my old dungeon texture is too high contrast. If you look at the NWN1 tilesets above you'll seer there's not a lot of very dark or pure black lines or details on them. This helps to create a distinction between static geometry, the tiles and dynamic geometry, the monsters and other objects.

In all my screen shots so far it's been rather difficult to distinguish the monsters or players from the background. It's easier when they are moving, but still you can't see as much detail and their silhouette gets rather blurred in to the background.

Simply by reducing the contrast in my old textures I get a much better result:

It's not as atmospheric, but you can see what's going on much better. Hopefully when making the new tilesets I can find some middle ground where I get to keep some details, but don't lose the characters in the background.


Popular posts from this blog

Vinland 1936

What have I been up to this month?

Well you can see it in a couple of development blog videos, here, here and here.

Vinland 1936 is a game I've been working on (on and off) for about 3 years. It is somewhat based on the old Nirval interactive game, Blitzkrieg;

I hope you've played it since it is one of the best games ever!!! (IMHO)
Blitzkrieg was a real time tactics game. You didn't build a base, or spawn units. It wasn't about rushing the enemy. You got a small number of troops and vehicles that could be replenished or repaired if you had access to a supply base and the right supply trucks, but couldn't be replaced if lost. Once your vehicles were destroyed and your infantry killed you were finished. You couldn't just churn out some more from your factory and have another go at rushing the enemy guns. This made you invest a lot in each of your units. They really mattered.

It was also procedurally generated. Each mission (except for the historical missions) was…

Reboot / Remake / Restart

Although the roguelike project was going well I had a few issues with some parts of the code, and the sheer size of the project was something I could see stretching away in front of me for years with no guarantee that people would actually want to play it when it's finished.

It's time to try something a little less ambitious.
I'm going full rogueLITE!

Using a lot of the code from the roguelike project, I started making a more limited game.
There will be a single character, combat will be more arcade like, there will still be a chance to upgrade and develop your character's stats, but they represent only a single class and have fixed equipment.

I've got a fun character, an interesting setting and an exciting story lined up. It still utilizes my low poly style, but things are going to be a little more cartoony.

Game play involves mostly chucking bombs at the enemy.

But there's also a lot of platforming, jumping from multiple levels is part of the game. And you ca…

Telling a story; Creating a Compelling Narrative.

Telling a story; Creating a Compelling Narrative. In this blog I will talk about my own recent brush with story telling and go on to talk about how tools from creative wring can help you to better author the narrative in your games, whether they have a traditional linear narrative or a procedurally generated interactive narrative.

Narrative and structure in traditional fiction  last week I started writing a story set in the world I'm developing for my game Vinland: 1936.

I hope the story will help me to flesh out my game world and develop my own expanded universe which will be a good place to set my games in the future.

After about a week of work, on and off I've progressed the story to outline stage. For each character thread I have half a dozen chapters which plot a course through the events of the story. Each thread is told from the perspective of a different character.

Actually I started writing as soon as I had my outline, but I've since gone back and deleted what …