Heya!
I've been interested lately in a certain project by one of the developers at Mojang, the game is named "Eldgame" you can see some footage here.
What interested me the most are the graphics. And I gave it a try myself.
I am by no means an artist, but I wanted to give it a go and made a mockup based on the LPC spritesheet. I will add an attachment below.
I am very much interested to hear what you guys think of this style. What interests me the most is that it makes tile alignment less an issue. They don't need to be seamless, so it will give the artist a speed boost, in that sense. For the programmers it's neat as well. If you are working on a procedural generated dungeon or world, there is no hassle regarding auto tiling, which is an issue for a lot of programmers.
This approach does require some additional code, the layers need to be shaded appropiatly as you can see at the left (I didn't want to do it on the rest of the layers), What I think that's so neat about this approach is that you can have a convincing Z axis whilst keeping the orthogonal graphics.
I will include the tiles (in PNG) as well. For credits, check out this link.
This post has no real reason, other than showing a cool artstyle that (hopefully) will inspire both artists and programmers.
With regards,
~VividReality.
Yes, it's somewhat of the voxel aesthetic. I quite like it.
It sparked another idea in me.
If you literally make every tile a block, you can store a heightmap to offset each cube on the Y-axis, creating more depth and potentially a different kind of level design.
You could even split up every block tile in 3 sub-tiles: top face, front face and bottom; that way you can stretch the height of the cubes and make walls easily.
Yes, this is way too static. As you could see in the example I provided by the other developer, he offsetted all the blocks y position by a random offset.
Now this wasn't possible in Tiled and I didn't feel like coding an example just yet. I might take another take on this and create a better example. This is just a mock-up I did to show what I was talking about.
I have found that coding transitions and auto tiling in procedurally generated levels is very hard, and adding a Z axis with orthogonal graphics isn't always as distinctive.
That's why his style interested me so much. It's playful and good looking. I could see how this could turn in a 2D minecraft clone. (I hate using that term, but yeah).
What I have in mind myself for a while is making a harvest moon clone. I am still working on ideas for it, and as I go I will post more ideas I come up with to make my life (and hopefully others) easier. I have made several demo's and libraries that I will use for the final product. I am getting there, slow but steady.
I like the tileset, but scaled down, it gets a grid like effect and is very neat. Just take a look at the thumbnail! :3
For orthographic view, I sugger fixed offset, else it's not much a tiled map anymore. Think like legos. It's the same problem as isometric view IMO. It's not difficult to program, but will be a lot harder with the collisions, but it's again my opinion!
But yeah, you inspired me! :p