Warning: Contains slacking.
I've got exams starting at the end of May and going into June so I haven't been working on this as much as I'd like to be doing so.Anyway, I know what I pretty much want to do and I'm working on graphics right now.The game will have a turn based battle system for which I already have an engine for, or rather the remains from a semi-dead project.(link for the semi-dead project blog: http://dividedworlds.netai.net/blog/ - I stopped working on it to rethink my graphic style.)Start of a dungeon/castle tileset that I've been working on today. Considering my game's story is sci-fi/futuristic, I dare say a good old middle-aged dungeon tileset will achieve absolutely no purpose whatsoever.Okay, this tileset is aiming to be some sort of underground/basement/facility thing. I just need to start adding more wall tiles to go around the edges possibly. Then I can start adding in some decoration.Here's a quick example of the incomplete in-game menu, including some non-finalised (especially the 2nd guy) avatar pictures.Still I have a lot of work to do, considering the small time frame in which to do this in and my bad habit of procrastinating. At least it beats the time I joined another contest late and tried to make a RPG game in 1 week (instead of the full 2 weeks) with a turned based battle systemThis was the result: http://sandbox.yoyogames.com/games/196312-senra …Anyway, I'm not worried about anything yet. I'll worry when I have to find music. -.-
"Considering my game's story is sci-fi/futuristic, I dare say a good old middle-aged dungeon tileset will achieve absolutely no purpose whatsoever"
Not even with … TIME TRAVEL ?Also, great spritework.
These graphics are crisp and awesome. Also, the game being sci-fi doesn't mean you can't have old-looking places. Generally, people aren't updating all buildings whenever we start using different architecture.
Please make their eyes a bit bigger.
I was thinking that myself. The portraits look nice, but seem a little disproportionate. I just took it as the style you were using.
Yeah, they kinda look like squinty-eyes yukkuris
I agree, nice sprites. =)
And welcome to 64D!I wish I was this good at picking palettes.
The shadows are confusing, though - seeing how the eastern wall casts a shadow on the northern wall and how the southern walls cast shadows on the floor, the light direction should be southwest-to-northeast, but that would indicate the shadow should be cast at an angle…Not a big deal, long story short: I suggest you remove shadows near very tops of walls (especially when they end up on another wall).