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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
![]() ![]() ![]() Posted: 02 December 2018 at 9:08pm |
Not a pure pixelart, but I do retouch it on pixel level. No reason converting it to limited palette, beside getting it approved for PJ gallery. ![]() ![]() |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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It appears to be squished in game, and a lot of the important details, like the figure, aren't readable. You may want to adjust the composition to work at the final viewing size. This is more of a nitpick, but stained glass windows only appear in their colourful glory from the inside. Outside, they look dark and boring, since there's no light shining through them. It might be a nice touch to have an exterior version of the window. It might also help the interior feel less dull in comparison to the exterior, since it'll have that touch of violet that the exterior would not.
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Originally posted by eishiya This is more of a nitpick, but stained glass windows only appear in their colourful glory from the inside. Outside, they look dark and boring, since there's no light shining through them. It might be a nice touch to have an exterior version of the window. It might also help the interior feel less dull in comparison to the exterior, since it'll have that touch of violet that the exterior would not. The problem is that I use "autotiling", and it is relatively hard to determine what part is on interior, without tracing whole structure's hull or doing raytracing towards sun. Also, if player rotates map by 90 degrees (isometry allows that), then all interior tiles will turn into exterior, and wise versa. And if the roof gets destroyed, interior could turn into exterior too. And raytracing is expensive, when you do it each tile in a 128x128x32 tiles box.
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Made new UI panel: ![]() |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Doing even such simple animation is really a challenge with GIMP,
compared to Photoshop, where everything is cakewalk. Still easier than
programming a particle system script in Blender. ![]() |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Update on The Spell of Mastery
The progress is steady. Today I fixed numerous issues with AI improperly handling doors, shooting through them, and the doors themselves not blocking the line of sight. Also fixed the bug when door gets closed on a unit standing inside of it, blocking it. There is still that AI pathfinding bug with portals, leading to endless loop, but for now I just added a loop detection hack, because non-euclidean geometry is hard. Also, imps now finally useful, and can dig underground, allowing to complete some missions quicker. These auto-generated dungeon
levels are still not balanced and some are probable impossible to
complete, unless AI's spellcasting gets limited. Guess I should just put
it into early access and let the players to complain. But TODO list is
still huge, so it is not going to happen in observable future ![]() |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Finally! A zombie. As always, very rough work, just to have something in game. ![]() |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Ankh. Modeled in blender, then edited in GIMP. Not the easiest or most efficient workflow. Dunno if I there is any reason converting these magic effects to pixelart, because they are shown for a second, and being blurry only adds to the style. ![]() |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Hire monster icon. Maybe it should be just simple outline? ![]() |
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LiteraryPixels
Midshipman ![]() ![]() Joined: 16 August 2020 Online Status: Offline Posts: 26 |
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I quite like the art of the monster, but it does seem a bit jarring to have such a detailed piece of art next to such a flat, thick plus. That makes me think that simplifying the icon may indeed be a good idea.
In general, the game seems very cool! |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Made a playable preview release:
https://nikitasadkov.itch.io/spell-of-mastery-demo Suggestions are welcome. ![]() |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Animate zombie a bit. Also a lot of changes to game's demo, including fluid dynamics, rain and smooth fog of war! https://nikitasadkov.itch.io/spell-of-mastery-demo ![]() |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Some more biomes. ![]() ![]() ![]() |
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