Devlog #2: Desert Scene, Tileset Progress, and Future Plans
This week was a busy one, with a mix of progress and challenges. Here’s a quick recap of what was accomplished:
Weekly Recap
✅ Tileset: We’ve created a viable MVP! It’s not exactly where I wanted it yet, but it’s a significant step forward.
✅ Visual Identity: Worked on the desert scene and further solidified the overall aesthetic of the brand.
✅ Patreon & Ko-fi: I launched both platforms, defined pricing and goals, and now there’s a place for the community to support my art.
✅ Commissions: Despite the distractions from Carnival, I managed to keep working on commissions and make progress on my brand.
✅ Organization & Planning: Even with the busy schedule, I kept the brand structure and posting schedule organized and on track.
Desert Scene Updates:
This week, I focused on refining the desert scene. I improved the sand values to give it more depth and realism, and I tested new 16x32 tiles instead of the usual 16x16 ones. This adjustment made the scene feel more dynamic and varied. Moving forward, I plan to expand the desert theme even more, adding more volume to the scenes with new stone tiles, additional scenery, and, most importantly, life. The desert is still lacking many creatures, so I’ll focus on filling the environment with wildlife, while also refining the silhouettes of existing creatures.
Next Steps: The Forest Scene
The next challenge is the forest scene. I’ll be diving into the creation of wildlife and botanical life, which is an area I’m still improving upon. I’m excited to push myself in this direction and add even more life and detail to the environments.
Tileset Progress:
The tileset is coming along slowly but surely. The MVP (minimum viable product) is now in place, and while there’s still a long way to go, I’m on track to create a robust and diverse set of tiles for various environments. This is just the foundation, and I’m constantly refining it.
MVP Final (Simplified Version):
I’ve now reached a point where the MVP of the game feels functional and provides a solid base to build upon. The key features in this version will include:
✅ Simultaneous Turns without Priority System – Everything happens at once, keeping things smooth and intuitive.
✅ Grid Movement, One Tile at a Time, with Action Confirmation – The movement system is simple yet effective.
✅ Two Initial Combat Styles: Melee and Magic – These styles give variety to gameplay right from the start.
✅ One Special Item with Interesting Effects – Adds an element of strategy without over-complicating things.
✅ Inspection System to Examine Enemies and Environment – Provides players with context and lore, enhancing the world-building.
✅ Death Restarts the World Procedurally – A roguelike staple, keeping the gameplay fresh and challenging.
✅ World Resets Only After the Second Death – The world doesn’t reset on the first death. Instead, players have the chance to recover their progress before it’s lost. This gives them a chance to learn from mistakes and push through without losing everything.
This last addition was inspired by Soulslike games. Dying and losing hours of progress can be frustrating. I wanted to mitigate this by giving players a chance to recover from their mistakes before the reset happens. This mechanic adds a layer of strategy and urgency while also softening the blow of failure.
Creative Process and Feedback:
I also wanted to reflect on my approach to feedback. This week, I asked for input from the Lospec Discord community, which was incredibly helpful. However, I believe it’s important to filter feedback through my own creative vision. Not every suggestion should be implemented exactly as it’s given. The key is finding what makes sense for the project, while staying true to the artistic direction I’ve set.
This was a week of progress, planning, and adapting. I’m excited for the next steps and all the new challenges ahead!
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