Isometric RPG thing

Isometric RPG

Isometric RPG

So, I spent the whole day on graphics. Not much time left to work on an engine now. I was thinking of doing something like Hydlide where you simply bump into enemies (grid based movement). Your character and some enemies can also be in offensive or defensive mode. Drawing the characters consistently in all angles and stances is a pain.

So what about exploration? I’m a fan of Zelda 1 where you could basically go pretty much anywhere on the overworld map right from the start. Here I’d like to do something similar to Dragon Quest 1 where the enemy difficulty partly limits your progression.

I might get the map drawing and scrolling done tomorrow. Perhaps player movement (and buckets). Probably not enemy instances or items.

Mr Magical wand will have to do the transparency mask for me. I haven’t really ordered the graphics in a sensible order. I don’t know if the stuff tiles well either.

Now I’m mighty tired. My slow start aside, I’ve been drawing all day and got a decent amount of graphics done.

Comments

12. Dec 2009 · 15:07 UTC
Ah, yes, I think I’ll go for 800*600. Tiles are 80 wide and 40 (39) high. Might put a 200px wide status bar on the right to make a square playfield.. although it wouldn’t be square because the isometric stuff is not top down.
laremere
12. Dec 2009 · 15:09 UTC
Very nice, polished, graphics. Good luck with the gameplay!
12. Dec 2009 · 15:16 UTC
great graphics !!!
mocker
12. Dec 2009 · 15:18 UTC
shiny. Anything you put those in should turn out looking good
12. Dec 2009 · 15:27 UTC
Whoa. I may be wrong, but are you the guy who made all those design documents and concept art for retro remake games? If you are, I think I’ve been to your site.
12. Dec 2009 · 15:30 UTC
Thanks. I think… Hydlide had 16px characters but 8px map tiles (MSX version) so the movement was relatively smooth because the characters could move half of their width. My graphics aren’t made like that, and smothing the movement might make them look like they are gliding (I have no leg animation). I’m thinking, maybe the enemies only move if the player moves, this might reduce the feeling of enemies warping around, because the player is in control, in a way. Dunno.
12. Dec 2009 · 15:33 UTC
Armchair, Yes. I like redesigning old games. This LD entry is a homage to Hydlide:
SonnyBone
12. Dec 2009 · 15:34 UTC
MAN. This is beautiful stuff. I wish I had this kind of talent.
Cosr
12. Dec 2009 · 15:37 UTC
Looking good. Based on the art I have high hopes fro your game.