I'm getting close to releasing another playable demo for Dungeon Brawl and I'm starting to look at dungeons that are still a bit spartan... Today I'm looking for 2 things.
A) Ideas for dungeon litter like the moss that you see on the walls in the screenshot below. I got some rocks and moss from an artist earlier this year that's really great for tossing around to liven up a place. I'm hoping for ideas for more reusable stuff like that. Mostly stuff for the walls that doesn't look like you should be able to pick it up and use it - I'm looking for dressing up the place and not the game play (this was originally supposed to be an October quickie for Ludum Dare...).
B) I would like to add some cheapo bump mapping to Dungeon Demon so I can add some life to repeating walls and floors. I'm looking for more or less drop in C code that I can apply to a bitmap, modestly priced commercial is OK. Also, I'd love to be able to have a tool in Dungeon Demon that let me apply moss/rocks/dirt with a tool where I could just say "in that area grow a bunch of moss and dirt in the cracks between the walls". Maybe there are code tools in the world that I could buy and add to Dungeon Demon - if you know of any then please let me know.
and now for todays Dungeon Brawl screenshot:
(Random thought - Have you considered putting some colored circles under the feet of your characters? It's unrealistic, sure, but at the moment it's hard to distinguish some of the enemies from the stones around them.)
My other critters pop a lot more but I see what you are saying. Flash lets me easily recolor critters, I'll fiddle around with the hue on those goblins to see if I can get the contrast up.
I went for a walk after posting to clear my head, great day out here in Canada. Anyhow, I have come up with the idea of having Dungeon Demon add dungeon litter based upon parameters, ie:
Radio Button: bind to cracks?
Count per grid spot (100x100): 20-40
If binding to cracks then random distance from cracks: 10-30 pixels
You could add as many items as you care to. This would let me bind moss and weeds to cracks while also spewing rocks and other items as well.
I have a few thoughts on "Litter" if you still need ideas.
Larger Rocks or even pieces from the walls or ceiling that caved in or broke off. I don't know if you would want them to have hit detection or not, I guess that would depend on the size.
Corpses, or bones, kind of like skulls, arms, or full bodies if you want. You can place them on the floors or walls or even have fragments of them.
Old weapons, rusted or broken would work, even sticking out from walls would add more flare.
Columns or pillars. Depending on what your dungeon designs or areas look like, you can add them in rooms to create obstacles or obstructions instead of just empty rooms.
I'm sure there are a ton of stuff you can add, but you need to make sure none of them impact of deter the actual gameplay, merely enhance it.
Hope this helps.
Looking better all the time! One comment... on the screen shot with the pentagrams, are they supposed to be painted on the floor? If so, get rid of the bevelled look. It makes it look like an object that can be picked up or something. If that doesn't look quite right, make them a more saturated red and then make it about 75% opaque/transparent.
Thanks Bruno, I`ll post another screenshot tomorrow - I`ve swapped the pentacles (which spawn goblins) onto that brown background because I think they and the goblins will pop better off of that background.
Ionside, my editor has no tile limitations (it loads all the graphics it can find out of a directory tree that the user orders as they want) and it does support layers so the question for me is how do I best extend whats there already to support what you are describing. I`m pondering the following:
a) put in some kind of a light map system
b) add height mapping that blends textures between two height bands (would let me do stuff like rocks, moss, water, irregularly showing through a floor surface)
c) adding translucency to objects (should probably do this one anyhow)
I`m kind of leaning towards doing all 3 at some point but not nearly in time for Dungeon Brawl. I think the 2nd idea would get me the most mileage for my current needs.
If you want your monster to stand out more from the environment and blending at the same time, maybe try to put a shadow under your monsters? It usually helps
I don't know what your artwork situation is, but can't go wrong with the occasional bone, scrap of paper, full skeleton, straw, wooden planks, chair, broken table, manacles, etc. It is a DUNGEON, right? =p
Y'know, Sweet Kungfuman, the shadows were a good idea:
Should soon be posting a new build that is a substantial upgrade over what I put up last time (early November I think). Probably tomorrow.
Don't forget to put shadows under the player!