Polished up some final details on the town, and put together a little animation to show some steps in the process from the initial vector draft. Thanks to the precise grid based draft, I was able to focus on the details of the pixel art with much of the design and layout already established. Look how close I stuck with the plan! I wasn't so sure about this approach after spending over a week just on the vector draft, but it's made the pixel portion a pure joy, and most importantly, I'm happy with the results. By whatever means, you should always plan your level designs before slapping down pixels. Vector graphics can be a bit jarring transition from pixels if you are unfamiliar with the medium, but it's pretty easy to learn, especially for simple geometric stuff like this. I'll definitely be utilizing this vector to pixel method more for this project.
Moving on, I've begun to layout the pixel art for the top half of the town. Yup, in case you forgot, we're only half done with the town, and then there's the surrounding woods before we reach the true wild lands. Speaking of, I made a new iteration of tile designs for one of the outer environments, I'm currently calling Blood Canyon. I repurposed the original rock textures from this area for the town, so I figured a new design is needed for the Blood Canyon. I wanted a little more twisted organic feel for this area anyway. Things seem to be working well in this test area so far. Infinitely tall walls or pits that can be terraced at any height are possible with minimal tiles. Not sure if I'll go with this iteration, but I can't wait to make some interesting layouts.
BigNelly
2023-06-17 08:45:30 +0000 UTC