Jump to content
  • Advertisement
  • entries
  • comments
  • views

KREEP tiles, update.

Sign in to follow this  


Hi again!

A little update about the progress on KREEP:

Since the major programming tasks got out of the way in the first phase of development, last week were and the upcoming weeks will be about content. I've been mostly working on tile assets. I've settled on the main graphical style a while ago, so been mostly cranking out individual tile assets, color palettes, and some tile animations. Progress was kind-of steady, slowly advancing towards a final core tile set and an overall map look and feel.

The direction and what am I trying to achieve:

I'm shooting for a retro pixel art feel, but to further define this, I'm trying to make it look like a "turn based blocky/grid-based roguelike". I know the game is a real time sci-fi action shooter biggrin.png, but since the map and movement is discrete (you can only move a full tile, like in Pac-Man or in many roguelikes), I wanted to achieve a look which suggests this to the player and the whole grid is easy to read while playing. Hence when creating a tile I simply start from the same base (a 3 colored "panel" with a one-pixel wide dark border and even darker four corners) and with tiny modification and by searching for a good 3 or 4 color palette, I push pixels until I find it pleasant looking smile.png.

A sneek-peek:


If I find some colors fitting a tile well, I copy all the good-looking existing tiles and apply the colors to them. This could somewhat be achieved with color tinting when rendering the sprites, but I think that route does not allow good enough control over the final look!
The player colors are done with tinting on the last screenshots and I'm totally not satisfied with the results, so that is going change sooner or later too!

Also started working on some tile animations to juice up the look of the levels. I've put some moving stuff near each other for a GIF, enjoy:


By the end of next I week, I will have a close to finished tile set for most of the levels (maybe some extras will still be missing but not much). I will try to put together some sample levels more representative of the final map designs.
Sign in to follow this  


Recommended Comments

Your graphics are looking sharp. I especially like the animating computer panels in the last shot. Those are nice. What software do you use for making your gifs?

Share this comment

Link to comment

Hi Eck, thanks for the kind words!
I used GifCam for capture, it is a pretty fun and useful sw.

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!