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[Game Project] Problem of the Taca-Yici Tribe

Printed From: Pixel Joint
Category: Pixel Art
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URL: https://pixeljoint.com/forum/forum_posts.asp?TID=25992
Printed Date: 12 September 2025 at 9:08am


Topic: [Game Project] Problem of the Taca-Yici Tribe
Posted By: Omegan's Domain
Subject: [Game Project] Problem of the Taca-Yici Tribe
Date Posted: 21 October 2017 at 4:25am
This is my first post here so Hi All 
I am from Poland and people call me Mad Hatter, Omegan's Domain is my studio name (so if I gonna make mistake in English please correct me)

I wanna become a Indie Game Developer and before I gonna start working on my "Big Game Project" I wanna make something small and simple.
What you see in title I have a game project that call: "Problem of the Taca-Yici Tribe", in short Taca-Yici.
This is simple turn-based strategy game where we take command one of few tribes on unnamed island where main resource is meat.

So here you have first look of tribes in 64pix size:

Taca-Yici
Tribe of might

= Units =
Shaman
 - heals / repairs,
builder;
Warrior
 
- basic
fighter;
Spearman
 - short range basic shooter;

Scout
- quick and light warrior;

Priestess
 
-advanced shooter
-
area attack;
Temple Guardian
 -an advanced fighter
-
area attack;

= Buildings =
Hut
- increases the population limit;
- training: Shaman, Scout;
- builds: corn field;
Corn field
- increases food production;
- it limits the population limit;
Barracks:
- training: Warrior, Spearman;
Wall
- a simple and cheap defense building;
Watchtower
- provides protection and observation of the area;
- it limits population and food production;
Temple:
- train: Priestess,
Temple Guardian;


Mogu-Una
Tribe of huntress


= Units =
Coward
- buldier (
puts tents and stays in the tent after construction),
- scout,
- changes into
Coward with package;
Killer
 - warrior who deals a lot of damage;

Club
- very durable
warrior;
Archer
 
- long-range shooter;

Slinger
- short range shooter who deals a lot of damage;

Coward with package
- a slow unit that
puts tents without cost
- immediately becomes a Coward (basic);


= Buildings (tents) =
All tents can be rebuild in another type of tent or immediately convert it into a Coward with package or a Coward (basic);

Housing tent
- increases the population limit;

Farm
 - increases food production;

Warrior's tent
- training: Killer, Club, Coward;

Hunter's tent
-
training: Archer, Slinger, Coward;
Lookout Tower (tent)

-a weak defensive tower with a long range of vision;
Palisade
-wealthy and cheap defense building;


Toconu
Tribe of magic


https://www.deviantart.com/users/outgoing?http://gamejolt.com/games/taca_yici/270199 - = Units =

Shaman's apprentice
- heals for a short distance;
- builds:
Cottage;
- advances to: shamans;

Sorcerer's apprentice
- short-range shooter;
- advances to: sorcerer;

Shaman
- distance healer;
- builds: Cottage, Corner of abundance;
- promoted to: Great Shaman;

Sorcerer
- tough shooter;
- builds: mystical wall;
- promoted to: Great
Sorcerer;

Great Shaman
- heal area over a large distance;
- builds: Cottage, Corner of Abundance;

Great Sorcerer
- attacking the area on a large distance;
- builds: Mystical Wall,
Eye of Doom;

= Buildings =

Mage Guild (Level 1)
- NO ONE BUILD THAT!
-
training: Shaman's Apprentice, Sorcerer's Apprentice;
- increases populations and food production;
- improves to level 2;

Mage Guild (Level 2)
- NO ONE BUILD THAT!
- training: Shaman's Apprentice Shaman, Sorcerer's Apprentice, Sorcerer;
- greatly increases the population limit and food production;
- attacks on distance;


Horn of plenty
- increases food production;

Cottage
- increases the population limit;


Mystical wall
- expensive and weak defense structure;
- can duplicate itself;
- unlike other walls and palisades provides a small area of observation;

Eye of Doom
- huge range of observation;
- attacking the area on a large distance;
- expensive in construction and maintenance;


But I saw games where pixels are large so I wanna try it to see how it gonna works in this project and here you got and example:


I like this 16pix style but I am afraid that I will be not able to show the size difference between small warriors from Mogu-Una and tall-massive warrior from Taca-Yici but for early version I think I gonna work with that.

Here you got Mini Mogu-Una:


Like for me they look like children.

What you can notice I have problem with understanding color and color ramps.
What color for background/tileset and what for units/object to be visible.

I finded lot of tutorials (I love them as a Image file) but maybe you can tell me some interesting suggestion or how this looks.



Replies:
Posted By: NancyGold
Date Posted: 21 October 2017 at 7:39am
IMHO, palette could be more contrast. And on the 16x16 version characters blend with grass - you can fix that by adding darker outline to your sprites, so they will look contrast against any background.


Posted By: eishiya
Date Posted: 21 October 2017 at 7:48am
Rather than outlines, I think more careful use of colour and a less busy, noisy texture on the grass would be good.

The palette feels very grey. Everything has the same low-ish saturation, the colours have no hue-shifting. It looks muddy and not very pleasant. The yellows are particularly bad, as "dark yellow" just looks like muck. Try shading yellow with progressively redder colours, various oranges.

Avoid using pure grey. Grey objects are rarely actually grey, because they catch colours reflected from their surroundings and the colour of the light. Plus, grey's boring xP

In the 16x16 mockup, the trees look out of place because they're seen from the side instead of from above-ish like everything else.

Edit: I played around with some of the colours a little. Mostly I just expanded the hue ranges on everything. I reduced the contrast on the grass and made it lighter, so that the characters could stand out better and so that the setting looks less dreary.


As for the size difference - just because your tile size is 16x16, it doesn't mean all your sprites have to be 16x16. Some can be smaller, some can be larger - as long as you draw them in the correct order (top to bottom) so that they overlap correctly.
A child-like chibi look is to be expected for 16x16 sprites. If you're worried about characters looking like children, try giving them smaller heads.


Posted By: NancyGold
Date Posted: 21 October 2017 at 11:42am
Originally posted by eishiya


Avoid using pure grey. Grey objects are rarely actually grey, because they catch colours reflected from their surroundings and the colour of the light. Plus, grey's boring xP

lol consider visiting Russia
http://ibb.co/nQWRo6"> http://ibb.co/ng9Pam">


Posted By: eishiya
Date Posted: 21 October 2017 at 7:02pm
I am Russian xP I know full well what it's like even on the greyest days. The greys aren't pure. Even in your two images, there are cool and warm greys, and no pure greys that I can see.

More importantly, how did that comment help the OP?


Posted By: NancyGold
Date Posted: 22 October 2017 at 2:33am
Originally posted by eishiya

More importantly, how did that comment help the OP?

Just noting, that using gray is completely okay, if author feels confident about it, and there are some real world places expressible through a lot of gray shades. Also, I've studied Warcraft 2 tileset, and they used pure gray colors for rocks (which are mostly gray in real life) and it still looks nice.


Posted By: Omegan's Domain
Date Posted: 29 October 2017 at 2:05am
Big thanks  eishiy.

Trying to create my first color ramp:



And I have question about color of the sky and gold, also use a Hue shifting?
And what to do with "players colors" to avoid of mixing red stuff with red player?

About size difference, I create a body template with few head suggestion for the giant:


In columns: midget, normal, tall and giant.
In rows: skinny, muscle and chubby.
On the bottom part you can see some example units.

And last thing:


This time it is an authentic screen of the game.
I notice that players see to low space what is 7x7 tiles, I will try to increase to 14x14 by reduce scaling from 4 to 2.



Posted By: NancyGold
Date Posted: 29 October 2017 at 5:48am
1. Post non-resized version. Forum software resizes when you click picture (admins should put a warning about that).
2. Your grass looks like a contrast white noise. I would suggest reading the following tutorial https://androidarts.com/pixtut/pixelart.htm Especially section at the end, where author step-by-step fixes rookie mistakes.



Posted By: Omegan's Domain
Date Posted: 29 October 2017 at 8:03am
Originally posted by snv

1. Post non-resized version. Forum software resizes when you click picture (admins should put a warning about that).


Wow thanks for that, I upload this Images from DeviantArt..



Posted By: eishiya
Date Posted: 29 October 2017 at 8:05am
"And I have question about color of the sky and gold, also use a Hue shifting?"
Gold, yes. Gold tends to have redder darks even in neutral lighting.
The sky doesn't have shadows or highlights, but its hues do shift towards the horizon (depending on the colour of the particles in the atmosphere), clouds hue-shift just like other objects, and of course sunrise and sunset create all sorts of hues in the sky.

"And what to do with "players colors" to avoid of mixing red stuff with red player?"
The hue-shifting should never be so drastic as to obscure the colour identity of an object. The main colour should always dominate. The hue-shifted yellow units shouldn't ever run the risk of being confused for red units and so on. A unit can include red without feeling like it's all red.


Because the giants have such large heads, they look like they have "normal" proportions and are just in the wrong scale. I think giving them the same size heads as everyone else should help the large size of their body be more apparent.

There's not much of a difference between midget and normal, and normal and tall. I recommend just having short/tall/giant, so that the differences between the sizes can be very clear.

Seconding snv that the grass is still very noisy (and dull-coloured xP). The tutorial they linked is also a great read, I recommend going through it all even if some of it feels like things you already know.


Posted By: Omegan's Domain
Date Posted: 05 November 2017 at 4:10am
Many thanks for the tutorial.

Still fighting with colors:

The color ramp is outdated, the colors with gray line is the players colors and small green one on the right is terrain
I reduce the amount of colors from 5 to 3.
This game will be for 8 players so I need 10 colors ( magenta and neutral), I notice that green for player must be separate from colors object so I made it a bit blue and I have the same problem with brown color.

About terrain tiles, I know how to make a grass:
http://madhatterworkshop.deviantart.com/art/Work-in-progress-MVM-Grass-Batlefield-708626367 - http://madhatterworkshop.deviantart.com/art/Work-in-progress-MVM-Grass-Batlefield-708626367
But here I try to make jungle, swamp, tileset and still I don't know how it's supposed to look in pixel art style.

Here Is new bodies template, after removing large head I change some details in giant bodies:



I know how to make a animation for platform game but I don't know, how I supposed to do for strategy game (I am using Gimp on Linux Ubuntu) and here is a Killer's Animation.

I hope I don't mess up too much in this post, still tryna figure out the FAQ.



Posted By: NancyGold
Date Posted: 08 November 2017 at 1:33pm
Originally posted by Omegan's Domain

But here I try to make jungle, swamp, tileset and still I don't know how it's supposed to look in pixel art style.

Google some references. Jungle have the same grass, but a little more lush, with a lot of moss on stones and trees, etc...

Here is a somewhat noisy example from ancient Amiga game:
http://ibb.co/cHF8nb">


Posted By: Omegan's Domain
Date Posted: 27 November 2017 at 7:40am
Originally posted by snv


Google some references.

I did and I get tileset for platformer games (side view), maybe typing wrong words?

Slowly finishing work on colors, here is another palette that please me (at least for objects), and updates of my tribes:




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