XaiJu
finalbossblues
finalbossblues

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Dark Elf Minis

Hello! I've got a little one today that continues to expand our TF collection.

These guys continue based on the Dark Elves from the Elf Pack expansion patron release.

Today's pair are the first two dark-elves with the accompanying recolored versions. they're arranged the same way on a blank sheet as the original release, with room to add the other dark elves in the future.

Like all of these 16x16 "minis" versions of characters, they're intended to fit into a single tilesize for use as icons, units, or mini-sprites on a zoomed overworld map.

Here's the downloads:

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So, what about Time Elements: Castle and Catacombs...

TLDR: Content's pretty much done but need another week or two for the tile arrangement.

I planned to have the set finished for patreon release today, but (as happens pretty much every time now, so this is no surprise for long term patrons) I found a way to improve on the structure of the set so I'm gonna take some extra time with it-- I need to rework the tiles so they're easier to work with for the end user.

Specifically, the terrain tiles and the autotile borders must be arranged to maximize layering and allow depth for levels for the sewers biomes (which will also be reflected in the tile-structure of the catacombs walkways, castle moat and such)- in ways that are intuitive to work with the tileset.

Took a quick screenshot of exactly what I'm taking about:

I hope this illustrates the idea-- flexible borders that work with different ground types (and water) so that players can clearly see differences in playspace and elevation-- allowing for some classic dungeon tropes of the genre-- that's therefore important for me to include in the Elements set. This will include making transition tiles where necessary but trying to find a structure within our limitations that minimizes the need for them.

The composition of a tileset takes a lot of thought and time-- in fact it usually takes more time than making the pixel art directly. Its vitally important to ensure that the tiles are arranged logically and the final productive intuitive to use.

That's a unique aspect of these projects: if the art was just for my own use, such considerations don't matter because I know exactly what every tile's purpose is-- but our job here is to make general assets, so structure is a huge priority: readability and flow for you as the end user.

Delaying big project like these is a standard part of the process by now (insert the Shiggy Miyamoto quote about quality vs rushing a deadline)-- but whenever that happens it's important for me to be able to explain exactly why. Especially because patrons are paying for the work, I have additional obligation to be open about the process.

And of course, updates like this help me focus on the goal. Plus: progress logs are fun to look back on when the project's finished.

I hope these updates and insights into the process continue to be interesting to you.

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So that's it for today. I'll have something else later in the week; maybe from a patron request, but I had another idea for something I want to make for fun...

But whatever we come up with for Friday, hopefully next Monday will be that tileset beta. Though... maybe we know not to hold our breath! 😝

Thanks!

Comments

Really hope you finish this. They're so good!

Herohammer Studios


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