I went back and did some proper textures for the orcs. They didn't look right walking around in armor which had the player character's textures. Humans can't wear orc armor and I want that to be visually obvious. I also felt I could do more with the orcs as a potential future antagonist so I didn't want them to be too generic.
I also spent a lot of time today making a short helper utility for painting walkable tiles on a tileset. It doesn't take long and they are saved to disk ready to be used by the level builder. When I want to use different layouts or styles in future tilesets I can simply use the script to paint walkable tiles directly on to the tileset pieces.
Here you can see the first tileset being painted. I'd like to be able to show every walkable node as it's placed but there is some slow down associated with adding all those visual guides and it makes painting much slower and more difficult.
The end result of this is I can make a basic walkable dictionary for the level as soon as it is generated, instead of as it was before where I had to wait for all the tile pieces to be placed in game first before I could get walkabilty data. This will have some great benefits including being able to test the map for a valid route through the dungeon.
Items such as furniture and doors will be added and walkability data will be updated to take them in to account when the level loads. You can always smash a table if it is blocking your path.
I also spent a lot of time today making a short helper utility for painting walkable tiles on a tileset. It doesn't take long and they are saved to disk ready to be used by the level builder. When I want to use different layouts or styles in future tilesets I can simply use the script to paint walkable tiles directly on to the tileset pieces.
Here you can see the first tileset being painted. I'd like to be able to show every walkable node as it's placed but there is some slow down associated with adding all those visual guides and it makes painting much slower and more difficult.
The end result of this is I can make a basic walkable dictionary for the level as soon as it is generated, instead of as it was before where I had to wait for all the tile pieces to be placed in game first before I could get walkabilty data. This will have some great benefits including being able to test the map for a valid route through the dungeon.
Items such as furniture and doors will be added and walkability data will be updated to take them in to account when the level loads. You can always smash a table if it is blocking your path.
looks like a gorilla in a samurai outfit?
ReplyDeleteBut that aside, I'de try to make it not samurai-like - possibly remove the head crescent. and sin stead of layered (copper?) heavy iron look? More clumsy and heavy.
You say that humans can't wear orc armour - why? looks like I could wear that with quick tailoring...
I haven't really explained the backstory of the project, needless to say, he's supposed to look like that. :)
DeleteOrcs will be a lot taller and fatter than Humans. Armour has to fit closely to the body otherwise it's not useful. Some non-human monsters can wear special "monster" armor but humans can't wear it. They will be able to break it down to some raw materials though which can be used to repair regular human armor.