2D sprites for Adonthell - Waste's Edge remake

2D sprites for Adonthell - Waste's Edge remake

Introduction

Adonthell is a RPG engine in development since 2000, currently heading towards the 4th (and hopefully final) incarnation. It's aim is to combine classic western story driven RPGs like Ultima VII or Planescape: Torment with the look and feel of classic eastern RPGs such as Secret of Mana or Chrono Trigger. We are currently in the process of porting our previous demo game, Waste's Edge to the current version of the engine, thus paving the way for our first true RPG: Dun Barethsol will bring back locations and characters from Waste's Edge and continue some of its plots, but will be much larger in scope.

Resources needed

We're confident that the coding part can be finished by the end of the year and already have most of Waste's Edge graphics in the resolution used by the new engine. However, we're still lacking all the character animations, so getting these done is one of the highest priorities right now. If you know how to animate sprites or want to start learning, your help would be much appreciated! But please be aware that we can only accept art and graphics that are licensed under GPL2+ and/or CC-by-sa. We do have a template humanoid male sprite that could serve as a reference

and there is also a first frame for those NPCs that will make an appearance in Dun Barethsol too

so you will not have to start from scratch (unless you absolutely want to). There are about half a dozen more sprites required, which only exist in the old resolution so far. In the future, there is much more work to be done for Dun Barethsol, but completing Waste's Edge is more important to us right now.

To get in touch with us, visit #adonthell at irc.freenode.net or drop a few lines to adonthell-devel (subscription required).

Additional Information

The Adonthell engine is written in C++ and uses Python for scripting. It is highly portable and so far runs on GNU/Linux, OSX and Windows. Internally, it uses a simple 3D representation of the world for tasks like collision detection and positioning objects. On the outside, rendering and graphics are purely 2D, with no further processing of images. Every pixel is drawn exactly as intended by the artist.

These screens are taken from the upcoming Waste's Edge re-release, but there's also an older engine preview is available for GNU/Linux, OSX and Windows (but beware the programmer art!). Of course, you can also get the bleeding edge from our Git repository. Practically all aspects of the project are documented on our Development Wiki. Some select links for prospective artists: