Weekly Spoiler II
Weekly Spoiler II
It's been a long time, but I'll try and get these weekly spoilers going again.
This week's spoiler is... some new tiles I'm working on.
Here's an alternate version without the new tiles: I suppose this is a step towards making all these prairie maps look a little less plain. I mean, there will still be maps that look more similar to the 2nd version. I'm hoping to make some maps look a little more detailed and convincing, though.
This week's spoiler is... some new tiles I'm working on.
Here's an alternate version without the new tiles: I suppose this is a step towards making all these prairie maps look a little less plain. I mean, there will still be maps that look more similar to the 2nd version. I'm hoping to make some maps look a little more detailed and convincing, though.
"I'll do the art." ~Danno 2014
Re: Weekly Spoiler II
Thanks for the update Danno. Look forward to playing again!
Re: Weekly Spoiler II
Hello - I'm new here. This project looks very promising and exciting. Keep up the amazing work!
Re: Weekly Spoiler II
Looks really good Danno, the new tiles make the map feel much more natural/realistic! Cant wait until the next spoiler!
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good to see some new stuff! cant waitttttt.
A road not traveled is an opportunity not taken
Re: Weekly Spoiler II
This week's spoiler is... fodder NPCs!
The other NPCs that have been revealed to this point were intended to have some useful purpose, such as shopkeepers, class trainers, and important characters in stories/quests. Today, I bring to you the first fodder NPC. In RPGs, there's always anonymous townsfolk wandering around town that give you little bits of advice or pointless chatter for the sake of immersion. Anyway, I was thinking we'd go ahead and have those sorts of NPCs, too - they can kinda point you towards your next destination or give you tips on playing the game.
Most RPGs I've played (or maybe all of them) won't bother to have unique artwork for each fodder NPC, or they might just have a generic fodder NPC for "young man", "old woman", or "soldier". I think having unique artwork and a name for each one makes it more interesting to look at, though, so that's what I'll aim for. Anyway, these'll generally be lower effort compared to the important NPCs. To date, this is the fastest NPC I've drawn/coloured at 2.5 hours. Perhaps drawing fodder NPCs here and there will also improve my speed. They're a low priority, of course, but a nice change of pace for me if I've been pixeling too long.
Here's a rough map of Ilm Harbor I made to help me plan out where I should put fodder NPCs at. I'm kinda hoping to make towns look at least slightly sustainable. For example, having regular houses for NPCs/fodder NPCs to live in, some food source, and generally being more than just a mini-mall in the middle of nowhere.
The other NPCs that have been revealed to this point were intended to have some useful purpose, such as shopkeepers, class trainers, and important characters in stories/quests. Today, I bring to you the first fodder NPC. In RPGs, there's always anonymous townsfolk wandering around town that give you little bits of advice or pointless chatter for the sake of immersion. Anyway, I was thinking we'd go ahead and have those sorts of NPCs, too - they can kinda point you towards your next destination or give you tips on playing the game.
Most RPGs I've played (or maybe all of them) won't bother to have unique artwork for each fodder NPC, or they might just have a generic fodder NPC for "young man", "old woman", or "soldier". I think having unique artwork and a name for each one makes it more interesting to look at, though, so that's what I'll aim for. Anyway, these'll generally be lower effort compared to the important NPCs. To date, this is the fastest NPC I've drawn/coloured at 2.5 hours. Perhaps drawing fodder NPCs here and there will also improve my speed. They're a low priority, of course, but a nice change of pace for me if I've been pixeling too long.
Here's a rough map of Ilm Harbor I made to help me plan out where I should put fodder NPCs at. I'm kinda hoping to make towns look at least slightly sustainable. For example, having regular houses for NPCs/fodder NPCs to live in, some food source, and generally being more than just a mini-mall in the middle of nowhere.
"I'll do the art." ~Danno 2014
Re: Weekly Spoiler II
This week's spoiler is... the return of the level up animation!
I finally sat down and made a final version.
I finally sat down and made a final version.
"I'll do the art." ~Danno 2014
Re: Weekly Spoiler II
Nice nice, i see you labeled that spare house the mayor house.. wonder what the mayor will be useful for? Lvl up animation is brilliant, fodder npcs and houses meh nothing wrong with mini marts in the middle of no where let us see a wepon god damn the suspense or a cape!
A road not traveled is an opportunity not taken
Re: Weekly Spoiler II
Glad I voted for that animation style in the poll, it turned out really good. New NPC art looks nice as well.
Re: Weekly Spoiler II
This week's spoiler is... the present state of the trade interface!
I might try to make it look nicer at some point in the future, but here's what I got for now. Probably fairly self-explanatory, you'd interact with the trade interface similarly to how you'd interact with chests. The intention is to have 2 step confirmation where each side clicks "Confirm" to lock their offer, then each side confirms again to conclude the trade. To prevent scamming, gold can only be added, not removed/decreased (for instance, the classic EO scam where someone offers 100k, then swaps it out for 10k at the last second). If someone wants to change the gold amount, they can always just cancel and re-trade.
Speech bubbles within the trade would allow easier communication. Space at the bottom of the trade is provided for tips or warnings to help keep players alert.
I might try to make it look nicer at some point in the future, but here's what I got for now. Probably fairly self-explanatory, you'd interact with the trade interface similarly to how you'd interact with chests. The intention is to have 2 step confirmation where each side clicks "Confirm" to lock their offer, then each side confirms again to conclude the trade. To prevent scamming, gold can only be added, not removed/decreased (for instance, the classic EO scam where someone offers 100k, then swaps it out for 10k at the last second). If someone wants to change the gold amount, they can always just cancel and re-trade.
Speech bubbles within the trade would allow easier communication. Space at the bottom of the trade is provided for tips or warnings to help keep players alert.
"I'll do the art." ~Danno 2014
Re: Weekly Spoiler II
This week's spoiler is... a new monster!
It's basically intended to be a fodder monster for Lv0 and Lv1 players so they can kill something other than chickens.
It's basically intended to be a fodder monster for Lv0 and Lv1 players so they can kill something other than chickens.
"I'll do the art." ~Danno 2014
Re: Weekly Spoiler II
Is it a catipillar or an eel of some sort? Strange looking thing.. but keep em coming! Could make a boss version of this as a butterfly?
A road not traveled is an opportunity not taken
Re: Weekly Spoiler II
I'd be very interested in seeing intermediate stages to the bug creatures in addition to their adult form. So, like a pupa that hangs from a tree or something. That would really be a fodder monster for low level players, but would be neat for realism (might just be the entomologist in me though).
-Sholto, "Sower of Seeds"
Re: Weekly Spoiler II
It'll be on dry land, but I do admit I also thought it looked eel-ish floating in a blue void.unit wrote:Is it a catipillar or an eel of some sort?
lol @ butterfly boss, doesn't seem too intimidating )-:
I'd feel bad for that tree-hanging pupa! But yeah, I was loosely thinking it'd be neat to have intermediate/adult forms of various creatures (AKA similar to Pokemon evolution), such as the Birbek and Alpha Birbek. I'm not sure how many monsters I'll do that sorta thing with, but yeah, I also like the little touch of 'realism', plus I think it'd be kinda cool invading a monster's nest with a big boss monster and tons of first-stage monsters roaming about the same room. I think it'd make the monster's domain look more convincing, in any case.Sholto wrote: ↑Oct 7th, 2019, 1:50 pm I'd be very interested in seeing intermediate stages to the bug creatures in addition to their adult form. So, like a pupa that hangs from a tree or something. That would really be a fodder monster for low level players, but would be neat for realism (might just be the entomologist in me though).
"I'll do the art." ~Danno 2014
Re: Weekly Spoiler II
this idea i likeDanno wrote:It'll be on dry land, but I do admit I also thought it looked eel-ish floating in a blue void.unit wrote:Is it a catipillar or an eel of some sort?
lol @ butterfly boss, doesn't seem too intimidating )-:
human/butterfly/death lich hybrid!
I'd feel bad for that tree-hanging pupa! But yeah, I was loosely thinking it'd be neat to have intermediate/adult forms of various creatures (AKA similar to Pokemon evolution), such as the Birbek and Alpha Birbek. I'm not sure how many monsters I'll do that sorta thing with, but yeah, I also like the little touch of 'realism', plus I think it'd be kinda cool invading a monster's nest with a big boss monster and tons of first-stage monsters roaming about the same room. I think it'd make the monster's domain look more convincing, in any case.Sholto wrote: ↑Oct 7th, 2019, 1:50 pm I'd be very interested in seeing intermediate stages to the bug creatures in addition to their adult form. So, like a pupa that hangs from a tree or something. That would really be a fodder monster for low level players, but would be neat for realism (might just be the entomologist in me though).
A road not traveled is an opportunity not taken
Re: Weekly Spoiler II
@Unit: I suppose that could be a little intimidating.
This week's spoiler is... some new shelf stuff! The bookcase graphics already existed, I just put some new stuff on the shelves to make it more useful. One contains a bunch of mystery items intended as a decoration for weird shops or whatever. The other is simply full of books, making it a bit more usable.
This week's spoiler is... some new shelf stuff! The bookcase graphics already existed, I just put some new stuff on the shelves to make it more useful. One contains a bunch of mystery items intended as a decoration for weird shops or whatever. The other is simply full of books, making it a bit more usable.
"I'll do the art." ~Danno 2014
Re: Weekly Spoiler II
Looking good Danno. I really like the bird statues. And the potion bottles on the shelves stand out to me as well.
Re: Weekly Spoiler II
The bird statues are fairly old graphics that weren't meant for indoor use like this, but I feel like they spruced the place up nicely!
This week's spoiler is... more fodder NPCs! Once again, the fodder NPCs are mostly intended just to give towns less of a "ghost town" vibe, to help create some atmosphere or whatever, and to give helpful advice through human characters instead of through boring signposts and text heavy tutorials. They could perhaps be involved in quests in the future, too.
"I'll do the art." ~Danno 2014