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Pixel Art / Re: Dungeon Tileset [WIP]
« on: October 11, 2012, 05:37:42 pm »
Other solutions to tall walls that hide floor tiles:
Ultima IV, with a mixed perspective, symbolic approach. Walls don't distinguish between N-S, E-W, or corners. This is a pretty close representation of many roguelikes.
Get Medieval. Sloped walls, where the base is wider than the top. Doors in this game are wedges that sink into the floor. This approach generally requires a more overhead angle.
Hirst Arts dungeons. Short walls, wide corridors. As long as the dungeon fits on a single flat level, the walls only need to be tall enough to suggest a barrier to travel. Also, walls have a volume. This is obviously for miniatures rather than video games, but their website it good to browse for room designs and inspiration.
http://www.hirstarts.com/dungeon/dungeon.html
Consider dropping in some critters before choosing a tile size. Critters or characters have much more detail than basic walls and floors, and the tile size will depend more on how they look.
Before deciding on a floor pattern, consider how you will represent range for the player. A player will need to know if an opponent is in a particular range or area. A smooth seamless floor will make this difficult, unless you plan on using some other indication.
If you are sticking with a perspective view, why use square tiles? Rectangular tiles would fit more with the view angle.
Hope this helps,
Tourist
Ultima IV, with a mixed perspective, symbolic approach. Walls don't distinguish between N-S, E-W, or corners. This is a pretty close representation of many roguelikes.
Get Medieval. Sloped walls, where the base is wider than the top. Doors in this game are wedges that sink into the floor. This approach generally requires a more overhead angle.
Hirst Arts dungeons. Short walls, wide corridors. As long as the dungeon fits on a single flat level, the walls only need to be tall enough to suggest a barrier to travel. Also, walls have a volume. This is obviously for miniatures rather than video games, but their website it good to browse for room designs and inspiration.
http://www.hirstarts.com/dungeon/dungeon.html
Consider dropping in some critters before choosing a tile size. Critters or characters have much more detail than basic walls and floors, and the tile size will depend more on how they look.
Before deciding on a floor pattern, consider how you will represent range for the player. A player will need to know if an opponent is in a particular range or area. A smooth seamless floor will make this difficult, unless you plan on using some other indication.
If you are sticking with a perspective view, why use square tiles? Rectangular tiles would fit more with the view angle.
Hope this helps,
Tourist