AuthorTopic: GR#060 - Super Daimyo - Low Res Game Art  (Read 31622 times)

Offline EyeCraft

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GR#060 - Super Daimyo - Low Res Game Art

on: June 24, 2011, 06:52:05 am
Well after working on an edit in this thread, I got a CRAZY itch to work on a gameboy-esque Advance Wars clone of my own. Here's what I've got so far:





I call it Super Daimyo. It's like a kind of cross between Shogun Total War and Advance Wars. ^-^

The tiles are:

1st column:
Open ground - favourable to cavalry, low cover
Open ground variant
Cherry Blossoms - favourable to Samurai-rank troops (the poetry of the place is a force multiplier!), medium cover
Bamboo Forest - favourable to Shinobi (gain increased movement and combat advantage), high cover
Bamboo Forest variant
Mountains - difficult for all troop types to travel over, provides very high cover
Mountains variant

2nd/3rd/4th columns:
Village - provides income, heals garrisoned friendly units, medium cover
Dojo - trains standard military units, medium cover
Shrine - trains special agents like Monks and Shinobi, medium cover
Rice Paddy - dunno what this would do I just wanted to make a rice paddy tile  :(, low cover
Castle (2 tiles) - your headquarters, if its captured, you lose, provides highest cover of any tile type
Dock - trains boats, medium cover

Below those are the road and bridge tiles, across are the shore, shoal, water and reef tiles, all are very low cover except for the reef, which is low cover.

Below the water tiles is just some junk. You can see I want to have classic Japanese-movie-style blood in the combat scenes. :)

Units can be hired at varying ranks, the higher the rank, the more expensive. Lower rank units can gain rank through winning in combat or achieving special actions (such as a Shinobi sabotaging a Dojo, or a Monk capturing a village).

That's the basic gist of it so far. I was forced to introduce some colours just to indicate what team buildings and units belonged to. To that end I followed a kind of Super Game Boy style, where tones can be replaced with colours, maintaining a 4-colour per sprite/tile restriction.

No sprites yet. They will be coming...

C&C, if you please!  ;D

Offline 8bitbeard

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Re: [WIP] Super Daimyo

Reply #1 on: June 24, 2011, 07:11:49 am
Love the color palette, really sets the tone for your setting extremely well!
The best thing so far are those houses, you really get across the japanese architecture there, well done.
The only complaint I have so far is the shoreline - I'd try to break it up a bit with a little bit going in our out of the general line.
Looking forward to see more!

Offline HughSpectrum

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Re: [WIP] Super Daimyo

Reply #2 on: June 24, 2011, 08:30:32 am
I love mockups that emphasize readability for gameplay like this.

I only have a couple of crits.

- The color schemes for the buildings seem much more appropriate for unit sprites.  The way they are now almost look like sprites themselves and would likely clash when actual sprites appear.
- I think you should have an extra mountain variant that takes up more space in the tile.  I love the mountain designs the way they are now, but they still don't quite have that "oomph" that makes them seem bigger/more difficult than trees so I think a 3rd tile that features an even bigger variant could help.

Offline EyeCraft

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Re: [WIP] Super Daimyo

Reply #3 on: June 26, 2011, 06:20:54 am
The only complaint I have so far is the shoreline - I'd try to break it up a bit with a little bit going in our out of the general line.

Understandable, though I want to preserve the grid quite a bit. The shoreline tiles count as water that boats can travese, so I don't want to impose too much land on them. But I will have a play with it and see if I can work some more curves in there.

I love mockups that emphasize readability for gameplay like this.

I only have a couple of crits.

- The color schemes for the buildings seem much more appropriate for unit sprites.  The way they are now almost look like sprites themselves and would likely clash when actual sprites appear.
- I think you should have an extra mountain variant that takes up more space in the tile.  I love the mountain designs the way they are now, but they still don't quite have that "oomph" that makes them seem bigger/more difficult than trees so I think a 3rd tile that features an even bigger variant could help.

Good points! I will fiddle with the mountains I've got. I'll probable extend the tall variation into 2 tiles and just raise the smaller one to be a similar height to the current large variation.

As for the buildings... hmm kind of tricky. I understand what you mean, I just struggle to think of a way to remedy it, besides adding more colours... which I don't want to do. All the sprites will be animated, which I think will help a lot to really make them obvious on the screen.

Thank you both for the feedback! :)

Here's a small update:





Added overworld sprites for Yari, Yumi, Katana, Shinobi and Monk unit types. Nevermind the cloaked Shinobi variant, I was just trying something. :)

Started sketching out some battle scene backgrounds, they will be mirrored for the right-side of the screen:

 

Field and Bamboo Forest terrain types. Still WIP.

More stuff to come  :yay:

Offline HughSpectrum

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Re: [WIP] Super Daimyo

Reply #4 on: June 26, 2011, 07:25:02 am
I take back my color critique, now that I've seen the actual sprites they show up decently enough.

Offline EyeCraft

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Re: [WIP] Super Daimyo

Reply #6 on: June 27, 2011, 02:59:51 am
Interesting suggestion. I shy away from that for a couple of reasons:

- Winter feels counter-intuitive to warfare. What I mean is, in this game, you would have Shinobi hiding in fields and forests for weeks, observing the enemy and slowly moving into their territory. You have lots of field movement in general, actually, and the idea of them all trotting around in the freezing snow day in day out just clashes conceptually, in my mind. Whereas if the weather is fairer, it feels more sensible.

- Reduction in scenic variety. Cherry blossoms become bare, fields become drifts, mountains... well kind of stay the same except MOAR snow, all the settlements are blanketted in snow, etc. Consider each of these settings in say, a spring setting. Flowing fields of grass, Flowering blossoms, Shady forests blanketted in dead leaves, etc. It just feels more interesting to me having that higher range of textures.

I've been basing my direction off Japanese illustrations myself, here's a few of the references I grabbed from google:

http://i188.photobucket.com/albums/z212/gastrop0d/3053bae1-c318-4015-b763-383490bda8db.jpg
http://i188.photobucket.com/albums/z212/gastrop0d/82417491738060983696.jpg
http://i188.photobucket.com/albums/z212/gastrop0d/Shubun_-_Landscape_of_the_Four_Seasons.jpg

Similar palette, but generally temperate in setting.

Your suggestion prompted me to do a bit of research into Japanese climate and I realised I'm drawing tropical bamboo instead of colder climate bamboo for my forest scene. Shall remedy that!

Either way, I appreciate the perspective. Thank you  :)

EDIT: Update on the bamboo scene:

« Last Edit: June 27, 2011, 05:37:29 am by EyeCraft »

Offline Stratto

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Re: [WIP] Super Daimyo

Reply #7 on: June 27, 2011, 07:04:41 am
Are you going to add more units? you could add japanese turtle warships, those things are massive sndsamurais (which I suppose you've already thought of).
those mountains look more like big rocks now. everything else seems great

Offline EyeCraft

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Re: [WIP] Super Daimyo

Reply #8 on: June 27, 2011, 08:43:17 am
The units gain ranks as they battle or you can purchase them at higher rank for extra cost. For Dojo units the lowest rank is Ashigaru, the highest is Samurai. Katana and Naginata Cavalry have a minimum rank of Ronin. Shrine agents have their own rank titles, but their ranks function the same as Dojo units, it's just different names for the ranks to fit their role better.

So it's possible to have Yumi Samurai, or Yari Samurai for example, in addition to Katana Samurai.

With each rank increase you may select a perk that the unit gains. Perks are specific to the type of unit, so Yumi have different perk options to Katana, Katana to Shinobi and so forth.

Yes I would love to add the fortress ships, as well as barge ships, transports and some kind of light scout boat.

Outside of that, there are a few other land units I plan to add. One is a mortar style unit, fulfilling a long-range seige artillery role. Another is the merchant wagon, which is another Shrine agent unit, it acts as a land transport that can secretly dismount Shinobi and Monks as it travels, and "trade" with enemy towns, whereby it steals the opponent players money and gives it to you if you can return the wagon to a friendly village.

I'm still tossing up whether or not I want to add western units that can be trained from an Embassy style building. These would include Arquebus infantry, Howitzers and maybe some kind of Frigate. I do like the idea of keeping it more insular, having just traditional Japanese warfare units, though.

As for the mountains, yes I am going to rework them, see if I can bring them a little closer to the references I linked in my previous post.  :D

EDIT:

Okay here's a bit of an update. Firstly I've reworked the mountain tiles a bit:



I've also done some more sprites:


I've added all the Dock units, which are (from top to bottom):

- Kobaya: Small, fast craft crewed by archers. Scout and harassment role
- Seige Bune: Medium transport ship with lots of archers on it, as well as a tower for them to shoot from. Works best at picking off Kobaya and weakening Heavy Bune
- Heavy Bune: Large, slow ship that can transport lots of units. Has no ranged ability, but can board other ships, dealing massive damage to them
- Cannon Bune: Medium ship that cannot be boarded. Very weak against Kobaya, but deals lots of damage to all Bune ships.

Also added the Caravan unit, which is built at the Shrine, and the Naginata Cavalry and Mortar, which are built at the Dojo.

Here's a newly populated mockup:



Aaaand I started putting a HUD together, here's a mock screenshot:



Greyed out squares are fog of war. Blue squares show tiles the selected unit can move to. Red squares show enemies that the selected unit can attack.

The top-left panel shows current amount of money, which commander character you are using, your team colour and how much special ability power you have built up. I've currently got the blue commander as a ninja character, but in this scenario red would be the ninja character and blue would likely be some kind of Samurai general type character. I just felt like drawing the ninja first. ^-^

The bottom-right panel shows information about whatever tile/unit your cursor is over. Currently a Yumi unit is selected. It displays the unit name, what rank it is (Ronin), what tile it is standing on, how much defense that tile gives it (2 stars), how much health they have (10 hearts) and what Perks the unit has gained. Perks are dark if the unit doesn't have them and bright if they do. The Yumi selected has the Longshot perk, which gives it +1 range. The other two perks, Lightning Reflexes and Sharpshot it currently doesn't have.
« Last Edit: June 28, 2011, 11:16:32 am by EyeCraft »

Offline ceddo

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Re: [WIP] Super Daimyo

Reply #9 on: June 28, 2011, 05:49:15 pm
Wow, just popped in to say I love the direction this has taken, you have a really fun-looking mockup so far!

Your GUI updates seem good as well, quite clear and concise. The bar for the "special power" - does the actual power depend on which commander you've chosen? If so, why not make the actual commander's bar be a visible cue for how much power he has? like a loading bar, color a fraction of the icon in blue?

Also, what does the number of stars and the little icon above that represent? No crits otherwise, very clean :)

Offline The 7th Sin

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Re: [WIP] Super Daimyo

Reply #10 on: June 28, 2011, 08:09:22 pm
Excellent work EyeCraft, I have been avidly following this project and it only seems to get better. ;D

I really am impressed with your ability to utilize a minimal palette, but still produce such distinctive tiles and sprites.

The only problem I have noticed is that the large ship, the one you placed in the mock up, portrays a distinctively round shape.
To me it ends up looking like a bath tub, maybe shifting a pixel or two might help.  ;)

I sincerely hope this becomes a playable game, 'cause it looks like a ton of fun.

Offline EyeCraft

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Re: [WIP] Super Daimyo

Reply #11 on: June 29, 2011, 03:11:48 am
Wow, just popped in to say I love the direction this has taken, you have a really fun-looking mockup so far!

Your GUI updates seem good as well, quite clear and concise. The bar for the "special power" - does the actual power depend on which commander you've chosen? If so, why not make the actual commander's bar be a visible cue for how much power he has? like a loading bar, color a fraction of the icon in blue?

Also, what does the number of stars and the little icon above that represent? No crits otherwise, very clean :)

Do you mean colour a portion of the commander's picture blue? I don't like that because there isn't a consistent distribution of the grey tone that the blue would replace across the entire image of the portrait, so reading exactly how much power you have built up would be a little difficult sometimes.

Or if you mean the blue bar beneath your currency being used as a power bar, I don't like that because I want the team colour to be visible on the HUD at all times, and if you are very low on power, the bar would be empty, meaning the HUD would be only grey.

Always good to hear suggestions, though!

The 5 dots underneath the portrait are indicators of how much power you have built up. Each commander has a different sized bar to match how significant his ability is and how it should be used (ie save up for a single devastating stroke, or constantly spout out little boosts).

The stars indicate the defensive rating of the tile the selected unit is standing on. The higher the rating, the more protected the unit is from damage. The icon above that is a picture of the tile itself (in the mockup its a Cherry Blossom Orchid).

Excellent work EyeCraft, I have been avidly following this project and it only seems to get better. ;D

I really am impressed with your ability to utilize a minimal palette, but still produce such distinctive tiles and sprites.

The only problem I have noticed is that the large ship, the one you placed in the mock up, portrays a distinctively round shape.
To me it ends up looking like a bath tub, maybe shifting a pixel or two might help.  ;)

I sincerely hope this becomes a playable game, 'cause it looks like a ton of fun.

Ah yes, I did kind of waffle that one a bit. I'll give it a bit more attention.

I've been thinking about how to turn it into an actual game, what tools to use, but I'm not really at that point yet, I'll just keep pixelling until then.  :)

EDIT: Oh I thought of a use for Rice Paddies. They boost the rate which you gain Commander Ability power. So having lots of paddies means you can use your ability more often.  ^-^
« Last Edit: June 29, 2011, 05:22:38 am by EyeCraft »

Offline Wesley

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Re: [WIP] Super Daimyo

Reply #12 on: July 01, 2011, 03:11:50 pm
This is looking superb so far. The amount of detail that you've squeezed in to this with how limited you are is awesome. This is a game I would love to be able to actually play. I can't wait to see what you do with it next.

Offline Fickludd

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Re: [WIP] Super Daimyo

Reply #13 on: July 03, 2011, 10:02:20 pm
First of all, great work! I love how you make the terrain so recognisable with only 3 colors. Also great readability overall!

Some points:
- I'm having issues with the mortar. Actually I couldn't tell what it was but had to look up your description. I don't know, maybe it needs to be blockier or something?
- The hud is great but I feel that the dithered fog-of-war and attack/move grids hide the terrain too much, especially for the more complex tiles. Could maybe work with only marking the corners as with the selected unit.

Lol, I'd love to play the game =)

Offline Fickludd

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Re: [WIP] Super Daimyo

Reply #14 on: July 04, 2011, 01:40:41 pm
To show what I mean, edit of user interface:

Offline EyeCraft

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Re: [WIP] Super Daimyo

Reply #15 on: July 04, 2011, 03:21:44 pm
Thank you Fickludd, I like the approach you've suggested quite a bit. Shall implement it in the next update!

Until then, another small update:


Added up/down directions for a bunch of sprites. Still a few to go. Tweaked the Heavy Bune's shape a bit.


Started working on the combat-scene sprite for the Yari infantry. I've given him a more oriental helmet, as the conventional skull cap they have in the overworld sprite felt a little too European. Will be making the adjustment to the overworld sprite in the future.


Here's an idea of how it would look in a battle scene, though they would all be animated in bloody exchanges (to come)! Also there needs to be a HUD...  ::)

Offline bengo

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Re: [WIP] Super Daimyo

Reply #16 on: July 05, 2011, 12:45:51 am
Lookin awesome man!

Offline PypeBros

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Re: [WIP] Super Daimyo

Reply #17 on: July 05, 2011, 07:30:19 am
All greys and no hues make Pype a dull boy
aLl greys aNd no hues make Pype a dull boy
all ...

Is there no hope you could bring a little tint to those white-grey-greyer backgrounds ? bluer skies ... pinker mountains ? ... even if this should all be snow, we should see some blueish shadows, shouldn't we ? or is that something the GBC restrictions prevent you to do ?

Offline EyeCraft

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Re: [WIP] Super Daimyo

Reply #18 on: July 11, 2011, 07:18:03 am
All greys and no hues make Pype a dull boy
aLl greys aNd no hues make Pype a dull boy
all ...

Is there no hope you could bring a little tint to those white-grey-greyer backgrounds ? bluer skies ... pinker mountains ? ... even if this should all be snow, we should see some blueish shadows, shouldn't we ? or is that something the GBC restrictions prevent you to do ?

I wanted to play a lot with the 4 grey palette because I greatly enjoyed balancing the tones to achieve desired contrast levels. I think I've had my fix regarding that now, so yes, let's try adding some colour. :)



Just been colour-replacing the tiles then dressing them up a bit. Some remain unpolished, namely the small bamboo forest, the small mountain, the shore tiles and the castle. Sprites are untouched.

To clarify, the greyscale version is not set in a snowscape.

Also, I found an engine I might code this into an actual game with.  ;D

Offline ceddo

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Re: [WIP] Super Daimyo

Reply #19 on: July 11, 2011, 11:32:17 am
Boom! Magic!

I would decrease the sat of the grass as it's really really bright at the moment. Looks tasty though! :)

Offline ptoing

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Re: [WIP] Super Daimyo

Reply #20 on: July 11, 2011, 07:40:42 pm
This looks lovely. The only thing that bugs me is the shore corners, with the chunks bitten out of them.
If you make this game use a 2nd overlay tile layer for those.
There are no ugly colours, only ugly combinations of colours.

Offline Mathias

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Re: [WIP] Super Daimyo

Reply #21 on: July 11, 2011, 11:59:33 pm
Yeah man, looking really attractive. Surprisingly nice colors adaptation there.

Why use an overlay just for those tiles? I say a couple tiles are missing from yer collection. Specifically, 01, 03, 07 and 09.
« Last Edit: July 12, 2011, 12:16:37 am by Mathias »

Offline HughSpectrum

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Re: [WIP] Super Daimyo

Reply #22 on: July 12, 2011, 12:14:48 am
^ I think the idea is that the missing corners allow tiles like the rocks in the water to fit where corners exist.

Putting a layer overlay wouldn't seem appropriate for GBC hardware, though.  I think it'd be better to adapt the vertical edges to make it seem like they're curving around (like the horizontal tiles gracefully do) while still tiling well.

Offline ptoing

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Re: [WIP] Super Daimyo

Reply #23 on: July 12, 2011, 12:17:39 am
The colourcount per tile is already above what the GBC could do anyway :P
There are no ugly colours, only ugly combinations of colours.

Offline HughSpectrum

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Re: [WIP] Super Daimyo

Reply #24 on: July 12, 2011, 12:52:41 am
I like my solution anyway.  All the less time being in a map editor having to place corner tiles, and corner tiles tend to be very small and take up small portions of larger tiles, so it saves some space.
« Last Edit: July 12, 2011, 12:56:49 am by KittenMaster »

Offline EyeCraft

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Re: [WIP] Super Daimyo

Reply #25 on: July 12, 2011, 02:33:03 am
This looks lovely. The only thing that bugs me is the shore corners, with the chunks bitten out of them.
If you make this game use a 2nd overlay tile layer for those.

Oh that's a great idea! I was just going to make every possible combination of shoreline plus reef as their own unique tiles. Yuck!

Yeah man, looking really attractive. Surprisingly nice colors adaptation there.

Why use an overlay just for those tiles? I say a couple tiles are missing from yer collection. Specifically, 01, 03, 07 and 09.

Oh you number them the same way I do! :crazy:

Also missing 15 and 16. ^-^ It's just that the Reef tile should be placeable on any water tile, so there needs to be a Reef variation for all 15 shore/water tiles. Better to just make it an overlay.

And yeah, I was actually kind of surprised myself. Much earlier on I toyed with doing a kind super-gameboy-style palette-swap for all the tiles. So swap out the second lightest grey for, say, green, for the bamboo forests, orange for the mountains, etc etc. It looked pretty awful, I really didn't like it. So when I decided again to "try it with colour" I was a bit skeptical.

I like my solution anyway.  All the less time being in a map editor having to place corner tiles, and corner tiles tend to be very small and take up small portions of larger tiles, so it saves some space.

It's simple enough to make the map editor automatically generate the appropriate shorelines based upon where you place water and land.

Having said that, I did actually consider the method you've suggested before ptoing suggested overlays. I do see merit in it when more hardware restrictions apply.  :)

Speaking of restrictions, they're basically thrown out the window at this point. I just put colours where I WANT now.  :hehe:

Little tiny update, just some stuff I did before I went to bed:



Worked on the castle, tweaked the grass colour, polished the small mountain tile.

In other news, I started... sort of... coding it? I got it loading a tileset and generating a random map. Small steps (I've never used lua before...)

More betterer updates to come!

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Re: [WIP] Super Daimyo

Reply #26 on: July 12, 2011, 04:12:25 am
CORNERS NEXT :D

But yeah, seriously, 2 layers for tiles is pretty good for most things like this. Square also used 2 layers in FFTA to make the diagonal bits you can go behind and whatnot. Works very well.

Some stuff does not read well tho. What are the blue tiles in the top right? I have no idea.
And the units look a bit low in colour atm compared to the lush background tiles (very nice for what is done).
I think keeping black or very dark outlines is a good idea, but I would add a bit more colour to them and get rid of the white skin probably.
Perhaps instead of black outline try how a quite saturated dark blue and red would look.
« Last Edit: July 12, 2011, 04:15:20 am by ptoing »
There are no ugly colours, only ugly combinations of colours.

Offline Kragagam

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Re: [WIP] Super Daimyo

Reply #27 on: July 12, 2011, 02:46:08 pm
I have to say that I really like the idea of different tiles giving different advantages for different units. I love the way the menus look and the style of the graphics and the choice of colors in the environment in the later pictures, buckets of better than the snow thing imo. It feels as if the uniforms of the two sides should differ more from each other; though I'm not sure what you had in mind with the background story.

Will the maps be of that size? (I'm a sucker for big maps)
« Last Edit: July 12, 2011, 03:14:37 pm by Kragagam »

Offline infinitegames

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Re: [WIP] Super Daimyo

Reply #28 on: July 12, 2011, 03:29:25 pm
All greys and no hues make Pype a dull boy
aLl greys aNd no hues make Pype a dull boy
all ...

Is there no hope you could bring a little tint to those white-grey-greyer backgrounds ? bluer skies ... pinker mountains ? ... even if this should all be snow, we should see some blueish shadows, shouldn't we ? or is that something the GBC restrictions prevent you to do ?

Are you serious? This style looks amazing and unique. Not every game has to have insanely saturated color and stuff. This is more subtle.

Offline The 7th Sin

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Re: [WIP] Super Daimyo

Reply #29 on: July 12, 2011, 03:39:50 pm
It's a shame to see those wonderfully gray hues go, but your new edits do look wonderful. (Especially those cherry blossom forests. ;) )
The only issue I see is that the grass's hue seems a little too overpowering, perhaps a slight darkening could be helpful.
I am loving the way this project is coming along, and CANNOT WAIT to actually play it! ;D

Offline EyeCraft

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Re: [WIP] Super Daimyo

Reply #30 on: July 13, 2011, 04:50:56 am
CORNERS NEXT :D

But yeah, seriously, 2 layers for tiles is pretty good for most things like this. Square also used 2 layers in FFTA to make the diagonal bits you can go behind and whatnot. Works very well.

Some stuff does not read well tho. What are the blue tiles in the top right? I have no idea.
And the units look a bit low in colour atm compared to the lush background tiles (very nice for what is done).
I think keeping black or very dark outlines is a good idea, but I would add a bit more colour to them and get rid of the white skin probably.
Perhaps instead of black outline try how a quite saturated dark blue and red would look.

Yeah the sprites are still untouched, but what you've suggested is exactly the direction I am thinking of taking them.

The blue things are meant to be rice paddies. To be clear: pools of water with rows of rice plants shooting up coloured to the owning player's team colour. I admit I kind of neglected them in the colourisation process. I've attempted to rectify the issues a bit in this latest update.

I have to say that I really like the idea of different tiles giving different advantages for different units. I love the way the menus look and the style of the graphics and the choice of colors in the environment in the later pictures, buckets of better than the snow thing imo. It feels as if the uniforms of the two sides should differ more from each other; though I'm not sure what you had in mind with the background story.

Will the maps be of that size? (I'm a sucker for big maps)

Different uniforms, would be cool for flavour. A bit of extra work though. I'll add it to the "maybe" pile.  :)

Story-wise there are 7 main commander characters, each with their own motives and methods. A single-player campaign would likely involve the player playing as each commander in sequence as all of their actions lead towards a central plot, likely catalysed by western nation influence. Probably a couple of sub-plots throughout it for a bit more flexibility in the mission structures.

As for map size, the mockup demonstrates a very small map, designed for a quick game. It's arranged like a campaign mission though, since the sides have assymmetrical assets (blue has power units, red has sneaky units but a mobility advantage with the boats). So I guess this would be an example of a very early campaign mission. Later in the campaign the map size would get quite a bit larger.

If you've ever played Advance Wars you have an idea of how large the maps can get in that (around 3-4 screens across and down). I've always loved a GIGANTIC map thrown in strategy games for fun's sake.

Are you serious? This style looks amazing and unique. Not every game has to have insanely saturated color and stuff. This is more subtle.

I understand your reservations regarding the style change. A part of me felt the same way. I liked the parallel the greyscale drew to the traditional Japanese illustrations I linked to in an earlier post. But I still feel like moving it towards this colourful style has given much more flexibility with the graphics. Plus its fun to work with!

It's a shame to see those wonderfully gray hues go, but your new edits do look wonderful. (Especially those cherry blossom forests. ;) )
The only issue I see is that the grass's hue seems a little too overpowering, perhaps a slight darkening could be helpful.
I am loving the way this project is coming along, and CANNOT WAIT to actually play it! ;D

Yeah trying to communicate the cherry blossoms in the greyscale palette was very difficult. Now I think they're my favourite tile in the set.  ;D

I have recently changed monitors and I think it displays colours much less saturated than normal, so it's possible I'm compensating for that in the palette and its getting NEON on other screens. I did make a saturation adjustment in the last update, but maybe I need to take it a bit further.

Until then, a new update:



Been fleshing out the tileset a lot more. Tweaked the rice paddies a little to (hopefully) improve readability. Added CORNERS to the shores. Polished the other bamboo tile.

Rivers are traversable by infantry and cavalry, though they offer the worst defense rating and require a lot of movement points to cross.

Not much of an obvious update, but it was actually a surprising amount of work. Most of my time has been spent programming. Still taking a while to come to grips with the language, but I have made steps towards a basic level editor program.

Actually here's a bit more of an update:



Added Embassy building. The green player controls 3 of them near his Castle. These produce western-style units such as Arquebus Infantry, Howitzers and Gatling Guns. The green commander specialises in Embassy units, but is much weaker at commanding Dojo units. The red commander specialises in the use of cavalry. This level give each commander terrain that favours them near their castle, but becomes much more difficult as they approach enemy territory. There are two high-value areas in the neutral corners of the map. One has a shrine, which gives excellent counter-attacking and infiltrating units that are key to securing ground in the unfavourable enemy territory. The other area contains villages and rice paddies, both vital economic boosts.

The Shrine is easier to reach for the green player, but the red player has a Dock to give them an attack-path that leads straight to the heart of green's base. Ships are very vulnerable to Howitzers, however, so if red is going to try for a blitzkrieg landing, he has to time it around green moving away from his base. Boats are also quite expensive, so securing the extra villages is helpful if red wants to abuse his sea advantage.

*Ahem*, getting a little carried away explaining that. I also lowered the saturation of the grass a little. Is it not enough? Too much?

Thank you to everyone for the feedback and encouragement!  ^-^

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Re: [WIP] Super Daimyo

Reply #31 on: July 13, 2011, 06:57:37 am
The rice patties do not work for me, I've been to the Philippines and have seen rice patties (a lot) and they do not look like that. I would say google more refs and make something that looks like them, disregarding the team colours. And then stick a little flag or something on them to show which team they belong to.
There are no ugly colours, only ugly combinations of colours.

Offline Fickludd

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Re: [WIP] Super Daimyo

Reply #32 on: July 13, 2011, 09:18:40 am
Heh, the colors shocked me at first but they're turning out nice now that I'm getting used to them.

To make the shipyard fit in better with any kind of coast, I think you should make the tile denser. Edit:



I don't have any issues with the current rice paddies, but if you want to redo them maybe making a couple of rice paddies on a slope would be more readable?

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Re: [WIP] Super Daimyo

Reply #33 on: July 13, 2011, 01:59:57 pm
Thank you for the edit, Fickludd. Though one thing I kind of don't like about it is that it turns the silhouette of the building into a block. If I had to choose between a kind of goofy transition of the tile with the shore but having a silhouette, and not having a silhouette, I would have to opt for the former. But your suggestion has made me conscious of trying to find better ways to handle the transition of the tile, so I shall explore that!  :)

As for the paddies, admittedly I was working off vague memories of paddies I have seen in various movies and games. After some exploration on google I have rounded up some images that show what I am attempting to represent:







I wanted to simplify the image as much as possible though, emphasizing large blocks of colour over noisy detail. This lead to an exaggeration of the raised soil and density of the rows. I feel like it is a reasonable leap from the references, but it is quite likely I have author's blindness regarding it.  :blind:

Despite that, I had a couple of ideas on a walk earlier this evening on a different way to treat the team colour which might also help to clarify the image. Shall implement them tomorrow!

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Re: [WIP] Super Daimyo

Reply #34 on: July 14, 2011, 05:59:24 pm
... I kind of don't like that it turns the silhouette of the building into a block.

Yeah, I see what you mean. So my new suggestion is: Display your non-blocky shipyard using the same technique as with the reef.

This looks lovely. The only thing that bugs me is the shore corners, with the chunks bitten out of them.
If you make this game use a 2nd overlay tile layer for those.

Problem solved?

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Re: [WIP] Super Daimyo

Reply #35 on: July 15, 2011, 07:47:21 pm
woot love 'em umm.. yeah you should animate those little dudes already   :crazy:
« Last Edit: July 15, 2011, 07:50:20 pm by Batlorder »

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Re: [WIP] Super Daimyo

Reply #36 on: July 15, 2011, 10:07:50 pm
So this is pretty much the same genre as like Ogre Battle, amIright?

Offline Kragagam

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Re: [WIP] Super Daimyo

Reply #37 on: July 15, 2011, 10:25:54 pm
I have a bit of a confession, due to this thread I actually got Advance Wars for GameBoy Advance and played it a bit (love it by the way, thanks for the suggestion) and I am wondering how you are going to animate the combat scene between melee fighters? Will the spears come "over the border"?

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Re: [WIP] Super Daimyo

Reply #38 on: July 16, 2011, 01:06:54 am
Yeah, I see what you mean. So my new suggestion is: Display your non-blocky shipyard using the same technique as with the reef.

Yeah that's just what I thought, too.  :)

woot love 'em umm.. yeah you should animate those little dudes already  :crazy:

Heh, nice. But there won't be attack animations for the overworld sprites. Only idle, movement and death animations. All the lovely combat animations will happen in the combat scenes. I will probably work on colourising the sprites before doing any animations on them.

So this is pretty much the same genre as like Ogre Battle, amIright?

I guess so? I've never played any of those games. But you have an overworld where you move all your guys around and attack the enemy, then the enemy has their turn to do the same thing. Combat is between single units and is an automatic exchange within the combat scene... lasts about a second before going back to the overworld.

I have a bit of a confession, due to this thread I actually got Advance Wars for GameBoy Advance and played it a bit (love it by the way, thanks for the suggestion) and I am wondering how you are going to animate the combat scene between melee fighters? Will the spears come "over the border"?

What I'm thinking at the moment is the units will actually charge out of screen and reappear on the enemy's side of the screen, there will be a brief melee, then the attackers will retreat back to their side.

Sorry no graphics updates at the moment, have had a lot of hours at work, so haven't found time between that and coding.  :(

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Re: [WIP] Super Daimyo

Reply #39 on: July 16, 2011, 01:44:38 am
Oh, well grab Ogre Battle, for some research. I have it on my SNES emulator. You move your "overlord" guy around and when you contact an enemy, you actually coordinate the battle a little bit by setting the attack mode and designating which of the enemy units in the battle screen is highest prioroty and therefore gets attacked until defeated. In addition, there's little powers you can trigger that do assorted things. Other than that, the fighting is automatic.

Keep going!

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Re: [WIP] Super Daimyo

Reply #40 on: July 16, 2011, 02:22:01 am
I've only played the first map of Ogre Battle, but aren't all battles turn based rpg style?

Advanced wars is more like a tactical war game, because terrain and fog of war matters a lot.
And combat happens instantly and automatically, and is based on the unit stats and what terrain they're in.

This tileset is brilliant by the way, I'd love to see you have a go at the capture building animation or making a Daimyo :>
Oh and the colors, they make me want to lick the screen, those pink sakura trees, nom! :D
« Last Edit: July 16, 2011, 02:26:33 am by Seiseki »