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I've spent the last few days working on game development, focusing my efforts on replacing previously borrowed art assets, cleaning up current sprites, and as of last night, producing a small tileset for level design - just enough for a demo.

I'm a bit concerned that some of these sprites are too visually noisy (meaning they have too much texture that it affects readability of the entire scene), but it's enough to work with for now. One thing I wanted to do was create a variety of different floor tiles to break up the monotony in texture - so the floors look more diverse than they would with only a single repeated block design (that's a trick Minecraft builders use to make their creations look more dynamic and realistic).


Here's some other visual assets.


Every single item has been replaced, including sub-weapons, food, and money bags. Hearts have been replaced with blue vials (drink water) because hearts just doesn't make much sense and I couldn't think of anything better. Both Curse of the Moon & Shovel Knight use blue potions, which have solidified themselves as "mana" refills.


Enemies:

Every enemy has been replaced too, though some are more successful than others. I didn't spend enough time on concept art, so they're all lacking in some capacity. I'll probably have to replace these assets again some day.

You might notice a few special effects too, like the anime hit spark and the cloud of smoke that appear when enemies are destroyed. The positioning is a bit off though.


The weakest design by far is the rat, which is an eldritch mass of tentacles - which is a cool concept, but a tricky one to implement. If any of them needs replacement, it's absolutely this one.


Don't forget to eat & sleep.

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Shawn Heatherly

Some will inevitably be replaced but this is still a clear upgrade.