Ancient Domains of Mystery

Ancient Domains of Mystery

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Pixel Art Details

Ancient Domains of Mystery



user
Title: Ancient Domains of Mystery
Pixel Artist: Nether  (Level 5 NES :: 3921 points)
Posted: 7/11/2014 01:51
Statistics:  18 comments    62 faves    0 avatars

I've been working on this roguelike tileset in very short snippets of time for a long time now. Not sure if I want to work on it anymore, so I made a mockup of what I got so far. I skipped making an UI since it would've ended up being something quick and half-assed.

I liked playing roguelikes in the 90's but none of them quite made a long lasting impression except for Ancient Domains of Mystery. For all it's crude ASCII graphics it was quite awesome. This is sort of an homage to it. You can tell from the blue goblins, as the goblins in-game were represented with a small blue g.

Best viewed at 2x methinks.
 

Discussion

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neofotistou (Level 5 Captain) @ 10/29/2015 12:18

Pretty! I second the floor/wall separation


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Ceagon (Level 1 Gangster) @ 12/13/2014 11:05

One of the best games ever made, and this certainly adds a lot to it! Great work.


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Yair (Level 5 Sniper) @ 8/7/2014 19:26

Another outstanding mock-up!


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waynaul (Level 2 Flatfoot) @ 7/19/2014 13:51

I would definitely play this game.


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albertov (Level 4 Button Man) @ 7/17/2014 03:36

I like game mockups, so I will elaborate a bit more.

In my humble opinion, the issue is not about "clean" pixel art, but matching styles. Characters sprites and objects have plain colouring (mostly due to the small size) but walls and floor have much more detailed textures. That's why this piece, as a game mockup, suffers from little readability even if you zoom in.

For games, I recommend not re-using colors. In this piece you re-use colors for walls and floor, so adjusting the walls will affect the floor, and that's not good. In this case, walls need to be darker, and the separation lines between slabs in the floor should be more subtle, with much less contrast between colors. Right now, the floor pops out too much. If you have made this mockup via tiles, it's easy to fix all that.

But, as I said before, I like this piece as it is now. It could be better, but everything here in PJ could be better.


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Friend (Level 3 Hatchikyu) @ 7/15/2014 13:17

Disagree with carnivac. Though i do agree that pixel art is often too clean by popular vision, the floor is quite headache inducing.  It'd not be pleasurable as a game experience. There may be a clever way to keep detail and making the characters pop out more 


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Carnivac (Level 8 Behemoth) @ 7/15/2014 09:21

I don't find the tiles noisy at all.  I like the detail.  Getting so bloody tired of overly 'clean' pixel art these days.  There just needs to be more 'pop' between what is floor and what is solid wall. 


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skittle (Level 9 Nidan) @ 7/15/2014 08:03

The characters seem to almost go un-noticed due to the busy texture on the floor tiles. Very pretty overall though!


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Nether (Level 5 NES) @ 7/14/2014 21:53

Thank you very much for everyone on their comments. It is genuinely nice to hear some constructive feedback.

It would seem that while I was overly enthusiastic on adding small details and texture, I neglected to see the obvious noisyness of the tiles. Also I agree with DawnBringer that the color palette could use more work.

I was already going to put this away and not touch it again, but maybe I might try to make a "cleaner" version at some point.


 


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Mathias (Level 7 Junk) @ 7/14/2014 11:42

I agree - this is very attractive. Something to be proud of.
But as a game, your visual priority is suffering from all the busy details. Too much contrast everywhere. Honestly, I'd be significantly turned off to actually playing this. I'd play it just to see all the cool pixel art, but a serious attempt to beat it? No. I really think I'd spare myself. 

The good news - simple lighting tricks should solve the problem. It's a mockup - you got full control of light. Shroud less important stuff in shadow and keep the important stuff (walkable floor tiles, wall switches, etc) intentionally lighter. Exaggerate the effects of light to make this happen. Forget realism.

It shouldn't be a chore just to navigate the game's world due to visual priority issues. Major player frustration source.


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llshadow (Level 3 Stalker) @ 7/14/2014 05:25

WOW, me like it!~!


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albertov (Level 4 Button Man) @ 7/14/2014 03:09

I like this a lot, but it's a bit confusing in some parts (the room with 4 columns, for example). Maybe adding more contrast between floor and walls? Anyway, for that small resolution, I think it's a great job.


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JustinGameDesign (Level 8 Marshal) @ 7/11/2014 15:16

The tops of the pillars do blend into the floor a bit, but overall this is great work. Thanks for sharing.


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Whisper Heart (Level 2 Hired Gun) @ 7/11/2014 13:05

i like roguelike! =) good job!)


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AshCrimson (Level 5 Detective) @ 7/11/2014 10:03

Really digging this mock-up.


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Carnivac (Level 8 Behemoth) @ 7/11/2014 08:46

I like that it's detailed and somewhat gritty and not overly as cute as it could have been.  Still probably not my kind of game bue I do appreciate the pixel work in those small sprites and tiles.  Yep.  I do.


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DawnBringer (Level 10 Pixel artist) @ 7/11/2014 04:41

Very cute, but a bit busy, esp. the walls that have somewhat overdefined bricks. Funky palette with a lot of redundant colors.


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felchqueen (Level 6 SWAT) @ 7/11/2014 02:45

A very good mockup with great tiles and I like the characters. My only criticism would be that it is a bit too grey needs a bit more interest. Maybe the torches could have cast a bit more light with a bit more shadow in the corners.


Related & Tags


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