Switch to lowres tiles
Dungeon Mercenary » Devlog
I’ve changed my tileset to use a smaller resolution one, so that it is easier for me to craft new tiles. I’m not an artist and I’ve bought those sets. Here’s the previous one (which will be back when I can afford an artist to complete it):
And the new one (they both show the same monsters and items) is below. Because it is less detailed I can make the missing sprites myself, which is nice for me to be able to progress:
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Dungeon Mercenary
Modern ASCII roguelike - Can your mercenary beat the dungeon ?
Status | Released |
Author | smelc3 |
Genre | Role Playing |
Tags | ascii-art, Difficult, Dungeon Crawler, Fantasy, Perma Death, Procedural Generation, Roguelike, Singleplayer, Strategy RPG, Text based |
Languages | German, English |
Accessibility | Subtitles |
More posts
- My new game has its own page now: https://hgames.itch.io/pixel-card-warsAug 31, 2020
- Completing the boardJul 23, 2020
- Got board drawing workingApr 30, 2020
- Back to indie dev...Feb 06, 2020
- 2018 recapJan 01, 2019
- Released first demo of my second roguelike game: Rogue vs Evil -> https://hgames...Nov 24, 2018
- Coded a new pixelart procedural room: wizard officeNov 15, 2018
- Added trapsNov 09, 2018
- Adding skillsOct 31, 2018
- Enhanced monsters' descriptionsOct 25, 2018
Comments
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The exact same reason why I'm sticking with my 32x32 tiles as well, it's so much easier when you can just add that specific item/monster yourself. The blessing of roguelike genre is that we can get away with this, without being pixel art masters :D.
Does that mean you need to go over autotiling all over again? Or you got that thing covered?
Also, why does it say "One Man Army: Unius Exercitus" at the top? Is the name going to change soon?
In that set, there's less autotiling, there are just 2 different walls (as to whether there's a wall to the south or not); so my code supports the two versions. I don't intend to make autotiling as complex as in the more detailed tileset.
Good catch :-) The pixelart version of the game will be a different game, because it won't be a single dungeon and some of the game core mechanics have changed (melee/ranged attacks hit system). The new system is easier to understand and easier to present, so that it is easier for me to internationalize the game. Previously it was impossible (because there were a lot of walls of texts).
Sounds like a decent chunk of changes! Good stuff.