I work on a new set of plants for plants. Some trees are coming later.
The preview shows them in 1x, 2x and 4x resolution compared the the tile size used in flare, for the final version I have planned to render them only in 1x and 2x resolution.
I updated this building pack now, using the same new snow shader like the last building pack. (I also found out that the fountain and the ruin tileset should be updated later...)
I also changed the snow shader / material a bit, so that the other building pack will be updated soon (updating the other snowy stuff is not so important, the difference is not so big there and the medieval props are already using the new material)
i created some more medieval props again, most parts are from other CC0 submissions found here like the weapons and shields from Lucian Pavel or these containers...
I still need to render them all before uploading the pack.
1: flying units / monsters can be hit by bear traps OMG - they are not even touching it
2: the game needs difficulty levels
3: There is an easy and really silly way to kill Metzger when you have a ranged attack that is far enough (when playing adept or scout):
> when you go to him and he recognizes you, teleport back to the "platform" where the 2 enemies were
> he tries to follow you but does not use the "teleporter" - but you can hit (and kill) him from this distance
4: these shooting cursed graves are hitting you only if you are too close or if you are walking directly into the "shot", I think this makes them a bit weak. Maybe the "rotation offset" could be a bit random to make it harder.
I work on a new set of plants for plants. Some trees are coming later.
The preview shows them in 1x, 2x and 4x resolution compared the the tile size used in flare, for the final version I have planned to render them only in 1x and 2x resolution.
I updated this building pack now, using the same new snow shader like the last building pack. (I also found out that the fountain and the ruin tileset should be updated later...)
The attached image shows the diffrence...
I made some buildings again
https://opengameart.org/content/isometric-medieval-buildings-2
I also changed the snow shader / material a bit, so that the other building pack will be updated soon (updating the other snowy stuff is not so important, the difference is not so big there and the medieval props are already using the new material)
i created some more medieval props again, most parts are from other CC0 submissions found here like the weapons and shields from Lucian Pavel or these containers...
I still need to render them all before uploading the pack.
Update: I finished the pack now - here it is
https://opengameart.org/content/isometric-medieval-props
it comes soon now...
i started working on new buildings again (2 new, one still needs textures...)
I have planned to make some more buildings in this style in the future too.
what exactly do you want to know? you can also PM me here...
The included tmx file can be opened with the tiled editor and was used for creating the preview image.
Also these buildings have no special use, you can use it for that type of building you need.
I created some spikes that can be used as a hazard...
https://opengameart.org/content/isometric-spikes
Edit: note that the spikes in the preview are scaled up.
This time I created some gemmed items / icons including rings, keys and a staff
https://opengameart.org/content/gemmed-items
and some icons based on own photos
https://opengameart.org/content/rpg-icon-base-pack
some more points again...
1: flying units / monsters can be hit by bear traps OMG - they are not even touching it
2: the game needs difficulty levels
3: There is an easy and really silly way to kill Metzger when you have a ranged attack that is far enough (when playing adept or scout):
> when you go to him and he recognizes you, teleport back to the "platform" where the 2 enemies were
> he tries to follow you but does not use the "teleporter" - but you can hit (and kill) him from this distance
4: these shooting cursed graves are hitting you only if you are too close or if you are walking directly into the "shot", I think this makes them a bit weak. Maybe the "rotation offset" could be a bit random to make it harder.
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