adam_grif wrote:I wish I could produce art like that though. It takes me hours and hours to do simple shit.
I went to school for it, but even so, picking up a new style is really hard, which is part of why I'm offering to share knowledge now. Pixel art is really finicky. I started off by looking at other people's stuff, trying to understand why they chose the colors they did, how they faked lines where there weren't any, and trying to recreate it. Eventually I got a hang of how the things worked. The first characters I did were the Dwarfs--I always try to do the hardest possible thing first, because you learn so much from it. I mean, this is what the stone hex sheet looked like originally, when we were still considering it in board-game terms and playtesting with paper cutouts:
So you can tell there was a bit of a learning process. You can also tell we originally had a 'dead end' hex, but nixed it in the final version. We wanted to encourage vicious tunnel design, not safety. :p
Losonti Tokash wrote:Wait, so is this on the 360 yet? If so, I'll buy it once I get a chance. Looks pretty good.
Should be soon. XBox has an approval process we need to sit through, which requires people to vote on it, blah blah blah. We'll get in, but there's a little muckin' about that's required.
salm wrote:How does designing the level with XNA work? Does XNA come with an integrated editor or do you have to use extarnal level editors?
Oh, I see what you mean by engine. My art brain didn't distinguish between the various code jobbies that handle the parts of the game that confuse me. Actually the "engine" that drives the game was hand-made, so designing the levels was actually a hideously labor intensive process, as they needed to be typed into what is essentially a verbose hex editor, and then manually spaced and edited. Here's a sample map that I handed to our coder to turn into a real map:
Thankfully each individual hex could be generated by the game once the level builder told it what shape we needed, and at what depth to draw it (dirt, stone, or deep). That was, afterall, the entire purpose of the game--which started off as board-game style experience inspired by
Carcassonne. People have called it a remake of the Diggers game or the Digger genre but I'd never heard of those before recently--I can only presume they're similar to lemmings. Anyway, because of that we can specify what we need in a hex via the level editor, and then let it build one itself, like this:
This is actually six different layers, created dynamically. You have the Background (currently a density 4 Gemstone mineral layer), the Stairs (left side, top half only) Incidental (Gnomish banker), Supports (normally picked randomly, Bankers have a unique wooden support setup) the Lamp, and the Foreground (The Y shaped tunnel shape). There'd be more but we don't have any Dwarfs/critters, Light Cones, or Particle Effects on there.
Each of these sits on their own spritesheet somewhere, and are assembled randomly (or nearly randomly, we weight to avoid repetition) as you drop a hex. The level compiler handles that on-the-fly since that's how the game goes, but to make it manually... well, it's storing a lot of values. We did it manually before, and then streamlined the process when we built the Levelbuilder which you get with the PC version of it. That was all custom code. XNA was anything but helpful with that. Only half of our levels were build with the benefit of the new Levelbuilder, but I can tell you it makes it ten times as fast and easy. I'm curious to see what customers will come up with.