Most recent work:
Click here for most recent update
Hello!
It's been a while since I've posted a thread on Pixelation, but I thought the time has come.
I'm working on a game, which is called "Le Scaphandrier". It's being made for the
CHIP16, a virtual machine which runs on 16 colours.*
You play as a diver who explores the abysses whilst trying to stay alive.
The diver is bound to his base by an oxygen feed; this means he can only move a certain distance away from the base.
He can, however, release himself from the feed and rely on his auxiliary oxygen device- which has a very limited capacity.
The diver also relies on a radio signal for the display of his map, the display of the radar relies on the electric current from the air feed. Fortunately, he keeps a logbook in which you can take written notes or make annotations on the map, something you can refer to and fill up as you play the game.
In order to progress, you have to find various objects to build secondary bases to plug your air feed into, and plant radio antennae to guarantee a strong signal. The catch is... you only have a limited number of each part necessary to build a base, or of antennae, which means you'll have to make compromises when it comes to progressing in one direction or another.
That is the concept of the game; to that you can then add side-tasks, like keeping track of the local flora and fauna, mapping and describing different areas, collecting miscellaneous objects, etc.
I wanted to post here so I could get some advice, primarily for the tiles, but I would be delighted to have any other kind of input, as this is a game that is still on its first legs.

Here's the most recent version of my mock-up.
On the top (left to right):
-Radar
-Auxiliary oxygen tank
-Map
At the bottom, a list of items (left to right):
-Radar Antenna
-Battery
-Explosives
-Drill
-A piece of text
You can only carry a specific amount of items, with a specific total weight.
This is the tileset I'm using in the mock-up:

If this tileset looks familiar, it's because I used Ocean Sphere's bush tileset as a (heavy) reference. I'd like to emphasize on the fact that I did not edit Ocean Sphere's tiles.
*And this is the palette I'm using:

It's a cross between Arne's palette and the C64's palette.
About the tiles... I wanted the game to happen in pretty deep water, and I've been looking for deepwater pictures of the seabed, but that proved fruitless. I'd like to go for something between caverns and coral reefs, but I'm having difficulties with that kind of rendering.

Like Ocean Sphere, I'd like something more or less monochromatic to tell one area apart from the other, and perhaps recycle some tiles that way.
Here are some pictures for you to get the feel I'm wanting to this game:
http://www.geostockgroup.com/images/mined%20caverns.jpghttp://www.cenotemexico.com/images/cavern-diving1.jpghttp://cache2.allpostersimages.com/p/LRG/28/2877/RXGPD00Z/posters/touzon-raul-a-beam-of-sunlight-illuminates-an-underwater-cave.jpghttp://mrsmaine.wikispaces.com/file/view/multicolored-coral-reef-977807-sw.jpg/55562890/multicolored-coral-reef-977807-sw.jpghttp://www.instablogsimages.com/images/2008/08/29/coral-reefs_ZxuST_15921.jpg(posting these also for my sake)
This is my most recent stab at the tileset:

I hope this project interests you, and I'm looking forward to seeing your feedback!
