{"author_link":"\/users\/flaterectomy","author_name":"Flaterectomy","author_uid":"flaterectomy","comments":[],"epoch":1525708511,"event":"LD41","format":"md","ldjam_node_id":96160,"likes":6,"metadata":{"p_key":"114865","p_author":"Flaterectomy","p_authorkey":"1003398","p_urlkey":"330825","p_title":"WRECKLESS RALLY Art Process | Part 3: Environment Sprites","p_cat":"LDJam ","p_event":"LD41","p_time":"1525708511","p_likes":"6","p_comments":"0","p_status":"WAYBACK","us_key":"1003398","us_name":"Flaterectomy","us_username":"flaterectomy","event_start":"1524182400","event_key":"72","event_name":"LD 41"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD41","removed_author":false},"_superparent":73256,"_trust":15,"author":3398,"body":"&nbsp;\n![graph_title_3.png](\/\/\/raw\/64d\/z\/14acd.png)\n\n# Art Process Part 3: Environment Sprites\n[Previously: Art Process Part 2: Actor Sprites](https:\/\/ldjam.com\/events\/ludum-dare\/41\/wreckless-rally\/$96159)\n\n## The Track\nSince I quite like the **vibrancy** of that 2015 [Micro Machines](https:\/\/itunes.apple.com\/us\/app\/micro-machines\/id1044286515?mt=8) app image, I briefly consider throwing down a bright blue track for the cars to drive across, but that will probably **interfere with the colour matching**. \n\n![graphics-post-carblue.jpg](\/\/\/raw\/64d\/z\/14aac.jpg)\n\nI go for the neutral blue-ish grey as our tarmac that I had originally scrapped from the colour scheme ([see Part 1: Getting Started](https:\/\/ldjam.com\/events\/ludum-dare\/41\/wreckless-rally\/wreckless-rally-art-process-part-1-getting-started)), and leave the **bright colours** for the **cars and the off-track surfaces**. I am not super pleased with the green tone for the grass, but after tweaking for a while I just leave it. If it still upsets me later on, I can always change it more radically. (Spoiler alert: I leave it as is.)\n\nWe decide that the **tarmac surface** should be **pretty clean** and not grainy, so the detail will come from things like **cracks, skid marks, and rubble**. Most of these sprites are single tiles, with only a few spanning two or more tiles. Looking back now, I wish I had made more multi-tile cracks and rubble-piles. \n\n![graphics-post-tarmac.png](\/\/\/raw\/64d\/z\/14aad.png)\n\n## Off-Track and \"Decals\"\nOur track is straight, and while red-and-white curb stones are reserved for corners on real race tracks, they are too **classic an element** to not include. I add white **stripes** to mark the edge of the track as well for further detail, and eventually make those yellow instead, with some **darker tarmac** underneath. I use [Tiled](https:\/\/www.mapeditor.org\/) to build our levels, which allows for **layering tiles**, so I can overlay the lines kind of like **decals** on top of the darkened tarmac without needing to make a ton of extra tiles. Race tracks also have **starting grids** and **finish lines** for different types of races, which adds further detail. To make the off-grid surface more interesting than just a straight line, I add tiles where the tarmac extends into the grass as a type of **run-off area**.\n\n![graphics-post-offgrid.png](\/\/\/raw\/64d\/z\/14aaf.png)\n\n## Off-Roading the Road\nThis still leaves the track too boring in my eyes, and since we called our game Wreckless *Rally* this calls for some **off-road areas**. Adding dirt **changes the texture** of the track considerably, and will make for a lot **more options** designing the level. I also include **rubble tiles** to put on top of the dirt as [greeble](https:\/\/en.wikipedia.org\/wiki\/Greeble), as well as **dirt-filled pothole** sprites to place on the tarmac.\n\n![graphics-post-offroad.png](\/\/\/raw\/64d\/z\/14ab1.png)\n\n[Next up: Art Process Part 4: Staying Sane During A Jam](https:\/\/ldjam.com\/events\/ludum-dare\/41\/wreckless-rally\/wreckless-rally-art-process-part-4-staying-sane-during-a-jam)\n\n* ## [Play WRECKLESS RALLY here](https:\/\/ldjam.com\/events\/ludum-dare\/41\/wreckless-rally)\n* ## [Watch my PIXELART TIMELAPSE video here](https:\/\/bit.ly\/2HR4vf0)\n\n![Small Thumbs_footer41.png](\/\/\/raw\/64d\/z\/14ad3.png)","comments":2,"comments-timestamp":"2018-05-08T18:01:27Z","created":"2018-05-06T13:14:23Z","files":[],"files-timestamp":0,"id":96160,"love":6,"love-timestamp":"2018-05-08T05:46:59Z","meta":[],"modified":"2018-05-08T18:11:57Z","name":"WRECKLESS RALLY Art Process | Part 3: Environment Sprites","node-timestamp":"2018-05-08T18:11:57Z","parent":75601,"parents":[1,5,9,73256,75601],"path":"\/events\/ludum-dare\/41\/wreckless-rally\/wreckless-rally-art-process-part-3-environment-sprites","published":"2018-05-07T15:55:11Z","scope":"public","slug":"wreckless-rally-art-process-part-3-environment-sprites","subsubtype":"","subtype":"","type":"post","version":285020},"node_metadata":{"n_key":"96160","n_urlkey":"330825","n_parent":"75601","n_path":"\/events\/ludum-dare\/41\/wreckless-rally\/wreckless-rally-art-process-part-3-environment-sprites","n_slug":"wreckless-rally-art-process-part","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"3398","n_created":"1525612463","n_modified":"1525803117","n_version":"285020","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/41\/wreckless-rally\/wreckless-rally-art-process-part-3-environment-sprites","text":"&nbsp;\n![graph_title_3.png](\/\/\/raw\/64d\/z\/14acd.png)\n\n# Art Process Part 3: Environment Sprites\n[Previously: Art Process Part 2: Actor Sprites](https:\/\/ldjam.com\/events\/ludum-dare\/41\/wreckless-rally\/$96159)\n\n## The Track\nSince I quite like the **vibrancy** of that 2015 [Micro Machines](https:\/\/itunes.apple.com\/us\/app\/micro-machines\/id1044286515?mt=8) app image, I briefly consider throwing down a bright blue track for the cars to drive across, but that will probably **interfere with the colour matching**. \n\n![graphics-post-carblue.jpg](\/\/\/raw\/64d\/z\/14aac.jpg)\n\nI go for the neutral blue-ish grey as our tarmac that I had originally scrapped from the colour scheme ([see Part 1: Getting Started](https:\/\/ldjam.com\/events\/ludum-dare\/41\/wreckless-rally\/wreckless-rally-art-process-part-1-getting-started)), and leave the **bright colours** for the **cars and the off-track surfaces**. I am not super pleased with the green tone for the grass, but after tweaking for a while I just leave it. If it still upsets me later on, I can always change it more radically. (Spoiler alert: I leave it as is.)\n\nWe decide that the **tarmac surface** should be **pretty clean** and not grainy, so the detail will come from things like **cracks, skid marks, and rubble**. Most of these sprites are single tiles, with only a few spanning two or more tiles. Looking back now, I wish I had made more multi-tile cracks and rubble-piles. \n\n![graphics-post-tarmac.png](\/\/\/raw\/64d\/z\/14aad.png)\n\n## Off-Track and \"Decals\"\nOur track is straight, and while red-and-white curb stones are reserved for corners on real race tracks, they are too **classic an element** to not include. I add white **stripes** to mark the edge of the track as well for further detail, and eventually make those yellow instead, with some **darker tarmac** underneath. I use [Tiled](https:\/\/www.mapeditor.org\/) to build our levels, which allows for **layering tiles**, so I can overlay the lines kind of like **decals** on top of the darkened tarmac without needing to make a ton of extra tiles. Race tracks also have **starting grids** and **finish lines** for different types of races, which adds further detail. To make the off-grid surface more interesting than just a straight line, I add tiles where the tarmac extends into the grass as a type of **run-off area**.\n\n![graphics-post-offgrid.png](\/\/\/raw\/64d\/z\/14aaf.png)\n\n## Off-Roading the Road\nThis still leaves the track too boring in my eyes, and since we called our game Wreckless *Rally* this calls for some **off-road areas**. Adding dirt **changes the texture** of the track considerably, and will make for a lot **more options** designing the level. I also include **rubble tiles** to put on top of the dirt as [greeble](https:\/\/en.wikipedia.org\/wiki\/Greeble), as well as **dirt-filled pothole** sprites to place on the tarmac.\n\n![graphics-post-offroad.png](\/\/\/raw\/64d\/z\/14ab1.png)\n\n[Next up: Art Process Part 4: Staying Sane During A Jam](https:\/\/ldjam.com\/events\/ludum-dare\/41\/wreckless-rally\/wreckless-rally-art-process-part-4-staying-sane-during-a-jam)\n\n* ## [Play WRECKLESS RALLY here](https:\/\/ldjam.com\/events\/ludum-dare\/41\/wreckless-rally)\n* ## [Watch my PIXELART TIMELAPSE video here](https:\/\/bit.ly\/2HR4vf0)\n\n![Small Thumbs_footer41.png](\/\/\/raw\/64d\/z\/14ad3.png)","title":"WRECKLESS RALLY Art Process | Part 3: Environment Sprites","wayback_source":[]}