WIP (Work In Progress) | |
![]() |
![]() |
![]() ![]() |
Author | Message |
DerNachbar
Midshipman ![]() ![]() Joined: 19 March 2019 Online Status: Offline Posts: 10 |
![]() ![]() ![]() Posted: 11 April 2019 at 5:51am |
Hello everybody,
I'd like to share my progress on a bunch of classic roguelike tilesets I am working on. The goal with this project is mostly to learn, but I am thinking about creating an asset store bundle out of it as well (don't care much about how well it sells, but I want to put my best effort in it). The structure of the tilesets is mostly derived from the famous oryx set ( https://www.oryxdesignlab.com/ ) , but I went with a higher resolution (32x32) and more details / realism than oryx. I have 3 and a half sets so far and was curious, what you guys have to say and how I can improve them. The current state is that all floor & wall tiles exist for the first three, while the last one only has floor tiles + basic walls. I plan to include a "details" layer that allows variable objects to be drawn on top of these (torches, debris, etc.). The creatures on top are not made for these specifically, they are some older sprites of mine that give more context to the scenes. Issues I ran into so far or that I got feedback on:
Here's my work so far in chronological order. Intended viewing size is x3: Temple Tileset Bit of aztec influences, supposed to be the home of lizard / snakemen. ![]() Cavern Tileset Supposed to be a natural, wet cave housing cave / swamp beasts. ![]() Obsidian Halls Tileset An outlandish set that is supposed to be clean, dead and alien. ![]() Classic Dungeon Tileset This is supposed to be your classic dungeon with cells and giant rats. Probably the starting area. ![]() I'm looking for feedback on all aspects, hit me! ;) |
|
![]() |
|
NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
![]() ![]() ![]() |
Obsidian Halls and Classic Dungeon are a bit too detailed compared to other tilesets. They also use more contrast and darker palette. Feels like a completely different style art, made by a different artist. Instant Dr Jekyll and Mr Hyde feel
![]() |
|
![]() |
|
DerNachbar
Midshipman ![]() ![]() Joined: 19 March 2019 Online Status: Offline Posts: 10 |
![]() ![]() ![]() |
Originally posted by snv
Obsidian Halls and Classic Dungeon are a bit too detailed compared to other tilesets. They also use more contrast and darker palette. Feels like a completely different style art, made by a different artist. Instant Dr Jekyll and Mr Hyde feel ![]() Yeah, I agree. Maybe this is not really asset production but more of a style finding process. Stupid me just went ahead and produced all the 20something variants needed for a full tileset for all four Styles... Guess im going to have to rework 1-2 of them or straight up throw them out and book them under failed experiments. I made some changes to the Classic Dungeon Tileset and lined them all up nicely in a new image: ![]() |
|
![]() |
|
DerNachbar
Midshipman ![]() ![]() Joined: 19 March 2019 Online Status: Offline Posts: 10 |
![]() ![]() ![]() |
![]() I updated the Classic Dungeon Tileset into a new style (changed perspective and several aspects of the look) and also added some details to break the monotony more (the doors have a wrong perspective atm). I am happy with the new direction and my first experiments applying this style to my Cavern tileset are promising as well. Now I just need to watch and maintain the style for the different settings and work, work, work ;) |
|
![]() |
|
NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
![]() ![]() ![]() |
The new dungeon walls angle looks more solid, but at the same time they lost that gamey character, the fake/reversed perspective from Zelda and Warcraft 2 had. Guess you can't have everything at once :D
|
|
![]() |
|
DerNachbar
Midshipman ![]() ![]() Joined: 19 March 2019 Online Status: Offline Posts: 10 |
![]() ![]() ![]() |
Thanks for your feedback!
Yeah, I feel I'm drifting towards a more realistic style, even though I'm deviating from my original plans. The new perspective also gives me more room for wall textures, which outweighs other aspects for me. |
|
![]() |
|
DerNachbar
Midshipman ![]() ![]() Joined: 19 March 2019 Online Status: Offline Posts: 10 |
![]() ![]() ![]() |
![]() I nearly finished the Cavern tileset in the new style. It still has 1-2 tiling errors and no detail / variation walls yet, but I still wanted to post my progress. |
|
![]() |
|
DerNachbar
Midshipman ![]() ![]() Joined: 19 March 2019 Online Status: Offline Posts: 10 |
![]() ![]() ![]() |
Updates on my reworks:
Cavern Tileset ![]() I added some more Variations that add cave features and variety to the tileset. Snake Temple ![]() I updated my tealish temple tileset to one that is dedicated to sneks! |
|
![]() |
|
DerNachbar
Midshipman ![]() ![]() Joined: 19 March 2019 Online Status: Offline Posts: 10 |
![]() ![]() ![]() |
Another Update!
Dungeon Tileset - Added floor detail tiles - Reworked Doors ![]() Cavern Tileset - Added floor detail tiles - Added Mushroom "light sources" - Added boulder doors ![]() Snake Temple Tileset - Added floor detail tiles ![]() |
|
![]() |
|
Greycloak
Midshipman ![]() ![]() Joined: 12 May 2025 Online Status: Offline Posts: 59 |
![]() ![]() ![]() |
I really like the direction that this work is going in. There's only a few things I would suggest: One would be to make the cavern tiles less grid-like and try to blend those tiles a little more. The clear borders between tiles would bother me. The second would be to work on the perspective of the tiles, particularly the ground tiles of the Snake Temple. The ground tiles appear as if they were being viewed from straight above, which creates a conflict of perspective with the walls.
|
|
![]() |
|
DerNachbar
Midshipman ![]() ![]() Joined: 19 March 2019 Online Status: Offline Posts: 10 |
![]() ![]() ![]() |
Thank you for your feedback.
I have broken up the square shapes of the cavern floor tiles and I agree on the issue with the two clashing perspectives of floor and walls, which is especially pronounced in the snake temple set because of the perfect circles. I tried to add horizontal shades only to the southern borders of my floor tiles to adjust their perspective subtly, but it created too much of a 3d effect for my liking. I will revisit this approach and also try to squash the circles a bit. |
|
![]() |
|
![]() ![]() |
||
Forum Jump |
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in this forum |