Game
Hell Tower
9 years ago

Tileset design


So i have decided that i will combine tiles with some decoration layer on top and will try to add some light effects. Not sure how to implement it yet but i want it look something like on this screen.

5d0b8155cac4e.png

So i am going with 16x16 px base tile size and decoration up to 128x128px. Also this example decorations on screen will have additional function that increases room efficiency. The plan is that player can add room decorations each room type should have its own set of decorations.



3 comments

Loading...

Next up

Spell casting 101 I have started to work on battle system so I have created my first spell casting animations for creatures.

Shadow dweller Pigmey

Pointless battle I have put spell casting animations inside game engine I still have to work out damage system but this his how it looks now: I will have to also find a way to differentiate characters fraction.

Battle chaos I have added factions banners to identify characters affiliation. I have also taught them to make some basic movements including wall climbing. Next step I will add pathfinding so they could start making more advanced maneuvers.

Validating objects position I have added UI elements for dragging and placing objects on map. While dragging each objects checks if it has valid ground to stand on enough free place and valid background in case of for example windows.

Map generation Perlin noise composited with some gradients and rotating generation space creates this:

Burn those veggies! Now lava interacts with some less durable vegetation and destroys it on collision.

Spell casting 102 So I have added spell particle collision detection and I have also added more spell variety. And in process of that it didn’t lose too much performance. Fire bolt Fire rain: Nova: Energy ray: Dark flame:

Parallax secrets

I had concept for catching units by hand that shaters reality and pulls units into pocket dimmension.