30 minutes later +/- some thinking time and the time it took to write the blog I've got some basic tiles in game for testing.
The first thing I noticed about the tiles in game was that the initial texture was too high contrast. The characters and monster disappeared in to the background.
So I lightened them up. I also added a quick bit of code to randomly rotate them by multiples of 90 degrees.
The final version would include more variants of the tiles, as well as some that can be placed around the edge of a pit.
Adding the gravel was pretty painless, and later I can add bloodstains, moss and other stuff to add a bit more interest to the levels.
Here's what the tiles look like up close as a group:
This was before reducing the diffuse contrast. It looks great, but it is too busy. It becomes difficult to play the game. Not every tile would be cracked in the finished version though and not every one would have gravel or other details. So I have to strike a balance between too busy and too boring.
The first thing I noticed about the tiles in game was that the initial texture was too high contrast. The characters and monster disappeared in to the background.
So I lightened them up. I also added a quick bit of code to randomly rotate them by multiples of 90 degrees.
The final version would include more variants of the tiles, as well as some that can be placed around the edge of a pit.
Adding the gravel was pretty painless, and later I can add bloodstains, moss and other stuff to add a bit more interest to the levels.
Here's what the tiles look like up close as a group:
This was before reducing the diffuse contrast. It looks great, but it is too busy. It becomes difficult to play the game. Not every tile would be cracked in the finished version though and not every one would have gravel or other details. So I have to strike a balance between too busy and too boring.
Comments
Post a Comment