Showing posts with label Twilight Park. Show all posts
Showing posts with label Twilight Park. Show all posts

Saturday, 14 June 2008

DDD 36: Concentrating on background stuff


36. 5 January 2008

I didn't have so much time to give to Dungeon today, but the following was done. The warp background, as I said yesterday, came easily to its final smooth version. I did a 512*512 tiling texture with the program XFader giving the brightest and darkest colors for it from my 8 bit Dungeon palette. After this reducing the color scale with Paint Shop Pro 8 was easy and was finished with haste. The earlier version looked rude, because I had done the palette entries for the warp background before and then copy-pasted Twilight Park's warp background with the PSP8 function "maintain indexes". Result - real bad. A mysterious bug breaks the 8-bit warping background every now and then, but it seems that I can fix the problem every time it occurs. Annoying it is of course. This happens when I save the source image file .pcx.

I also made towers for layer six wall. They look somewhat good, but I should not let them be just yet. I probably don't have to shade them so that they seem round. Overall the layer six wall disturbs me. I still have to find good ways to make it look more logical and prettier.

My christmas break from my university of applied sciences is ending soon. I hope the tileset progress doesn't get halted because of it. This could be possible, but I now that I finished Jade Empire in a week (yes, I managed to play it simultaneously with the creation of Fortress of Forgotten Souls :P), I have no intention on starting to play some new game and get carried away with it, like GTA: San Andreas kind of did. I have recently acquired Elder Scrolls VI: Oblivion Game of the Year Edition, and starting to play that now could prove a bad decision :)

Friday, 6 June 2008

DDD 34: Mysterious color problem




34. 3 January 2008

Not so much new in the tileset today, shadows for hills in the layer 7. The rest of the time I tried to fix the mysterious color problem. Check the screenshot for more information on that weirdness. It occurred to me that the strange color tile (positioned 10, 97 in Fortress Of Forgotten Souls) is causing this and I decided to create it anew. I copied the color tile from Twilight Park with Paint Shop Pro 8's maintain indexes -conversion. I probably have to check if all colors in the palette really are in that tile. I'll save that for later moments with more motivation.

Wednesday, 23 April 2008

Dungeon development diary entry 24



24. 18th November 2007

Not much progress for today, but the little that was done was real important. The previous candy land ground I starting to shape up with a way that fits the tileset perfectly. At this point I couldn't figure out a texture for the inside ground but that I can worry later (yeah, really WORRY, because the Twilight Park texture took a huge amount of space). Right now I hide the single colouredness with skillful application of rocks and roots. Looks like I am influenced of the magnificent Swamp of the Sleeping Jaguar and my dear own Islands in the Sapphire Sea :)

Today I didn't worry so much about the space problems. Especially if I keep the outdoor tiles in order and won't let them grow too many, there should not be any problems! I am doing really fine now and it feels good to continue from this point forward knowing that I am doing a whole lot of good work.

Friday, 18 April 2008

Dungeon development diary entry 22




22. 16th November 2007

Howdy folks. This day's work included a lot of routine work with adding pole tiles to the Dungeon. Shocking or not, this was completed with copying the Twilight Park poles and changing the colors. The dumb wooden signs were changed to metallic or stoney, whatever one wants to think.

The concern about space is now even more increased. I am pretty sure that I do not have the space for everything I am planning for Dungeon. Actually I am 100 per cent sure, but there are things easier to forget than others. The question is, what to lose.

This day marks the day of first experiment with the dirt ground. Right now it is way too bright and its green grass is very much too green, like that of Sonic the Hedgehog. This leads me to change the 32 greens I have stored in Dungeon palette to more darker of grayish. Speaking of space troubles, I don't have the space to make the outeriors as detailed as I would like to. But let's wait and see how this turns out. Maybe it will not matter in the end. The whole idea of the dirt ground is to offer pauses from the dark insides of the Dungeon. I could probably achieve a atmosphere in which the player feels of going from a castle to another. That would be enough.

Thursday, 17 April 2008

Dungeon development diary entry 21

21. 12 November 2007

I made the Prince of Persia spikes I mentioned earlier. Two versions to be exact. It is unsure if I should animate them also, that would be cool. I created more essential tiles in form of signs, but this first version was bad, as it was made of wood. How could there possibly be left anything wooden after people have left the place hundreds of years before? :) Finally, arrows for level makers to give directions were done with ease. They look nice, though.

As I finish poles and signs, I am starting to have all the essential tiles I need. What would I still need? Answer after looking a while at Twilight Park: Looks like I miss some good looking destruct scenery blocks and the vertical chains with a tile that would work with the hook event.

17th April 2008 note: Sorry pals, no picture today! But worry not, there are still like 20 screenshots to show.

Tuesday, 15 April 2008

Dungeon development diary entry 20





20. 10th November 2007


Today and yesterday the tiles for event 'vine' were created (for some reason I did not make a diary entry yesterday). They are chains and I am thinking of using the same chain theme for a vertical version and to foreground eyecandy as well. I am again pondering the 1010 tile limit I am having with Dungeon. This starts to affect everything I am doing with the source picture (I have always used pcx format (Zsoft Paintbrush) in this phase, by the way). How do I fit all the planned tiles in this small space. The outside areas! Eyecandy! The tileset's going to be stuffed!

Anyway, the vine chains work well. I created also the first iterations of spikes. I feel unsatisfied with them, because they are nowhere near the creativeness of like Twilight Park's spikes (The sharp gardening equipment). These probably will stay the same till the release, but for the wider ground I'll make larger spikes. Maybe swords sticking out of the bricks? Or while I'm at it, I could design some Prince of Persia influenced long, nasty looking spikes. Yeah, that must be the way. I could put a skull hanging in a spike, aloso. Yeah, that sounds cool :)

15th April 2008 note: I feel sorry for not making the hanging skull idea reality. However, in the final release there are no signs of anything that would be like remains of people, and for that reason the lonely skull would not probably have fitted the tileset that greatly.

Friday, 11 April 2008

Dungeon development diary entry 19



19. 8th November 2007

The progress today was small. I started to create destruct sceneries with ambition, but the start with copying the old blocks from Twilight Park and changing colors produced way too bright tiles. I have to darken these or make completely new ones. Now I wont, I lost all the will for now. The Blade signature tiles were done today. Some problems with that also, let me explain. At the moment Blade text sits on dark brick background making the text somewhat obscure. Otherwise this looks nice, and it could make it to the final release.

At first I thought that I would be leaving warp background out of Dungeon, but today I made a quick warp background experiment. With the current palette the warp background looks very raw with its colors, but the feeling I wanted it to have is present. I think that this new magenta background not only increases the desolateness and melancholic feelings of the tileset but brings long awaited color to the very gray mix. I have now decided to include this in the final release of Dungeon. I must admit there is some pressure of me putting warp background in my tilesets. For example people didn't seem to like the fact the Islands in the Sapphire Sea didn't have warping background. One problem remains. This magenta color is almost exactly like to one in Medivo2.

Thursday, 27 December 2007

Dungeon development diary entry 7

7. 18th August 2007



Now I feel, that I have passed my point of no return. I will not scrap this idea from this point on. The two different walking platforms work and look pretty good. Not the same as in the concept drawings, but I have never worked the same way as the admirable Agama. I feel the concept drawings had Agama-feel to them. The work I've now done don't show crearly that it's me behind all this. The closeness to the nature I've had in my previous tilsets is still missing from this one, as everything is still quite monochromatic. I have the feeling that this is not a pretty good way to start to build a tileset, but what choice do I have now? :) I have big plans for this Dungeon tileset and I have strong beliefs that the quality remains what I've had before since I do not hurry much with my tilesets. In addition, I would not dare release anything, if I was not satisfied with it.


Today I made the first background test. To a more detailed version I will concentrate much much later (although Twilight Park had its own quite fast...). I made the regular brickwalls borders, so that the seamless brick tile doesn't stop to the floor/ceiling/walls so abruptly.

Friday, 7 December 2007

Dungeon development diary entry 5

Hello people!

Time for the entry from mid-August, pretty near my birthday ^^. And behold, the first development screenshot from Dungeon there is! There is only one way from all that scarcity - it goes up :)


5. 16th August 2007

The new way I chose didn't prove to be as useful as I first thought. I spent almost an hour
drawing the plates that Jazz would walk on. I am getting a bit frustrated, because the similar ones in Twilight Park were finished almost instantly. Defending Dungeon I could say that now I am working on a harder subject. Usually I have plenty of nature in my tilesets and so will be also in Dungeon. It however feels more natural to begin with the man made constructions. Anyway, I have the very basic versions of the bricks, walls and walking plates. I find this state of the tileset amusingly Prince of Persia -looking. I hope that I get to better the tileset graphics as I continue further.

7th December note: I did get better graphics ;)

Monday, 26 November 2007

Dungeon development diary entries 3-4

Hello everybody!

No screenshots today, but after this I present one almost everytime with an development diary entry!


3. 14th August 2007

I made a variation of one of the July brick blocks. I didn't manage to fade the dominating brick away, but instead I got a feeling, that this whole project could start rolling from this point. I still have to change my working style a bit, and then I'll have the perfect basic blocks at my disposal.

I may make a 2*2 sized block of different kinds of bricks, which together are an entity, but they could be used separately. Out of these bricks will come also cracked versions and ones with vegetation on them. It is important to finish the basic tiles, they have so visible task in this tileset. I must make them darker somehow, because the tileset is supposed to be a dark one.


4. 15th August 2007

I made four new brick-candidates in about one hour. Unfortunately, they were not that good and the previous candidates remained better. These new ones tile better, though, but I can not make use of them in my tileset.

Frustrated, I looked in to my concept drawings made in spring 2007, and noticed, that even the first bricks were designed in the wrong direction. So there is a possibility I have to start designing the bricks completely from scratch. As always, I should have started with the walking platform tiles. At the same time, maybe, I could dictate to myself how the bricks should look like. I think it is better for everyone I noticed this little problem in time, because this could have led me to a painful dead end. I am thinking that now I really could get a hold on the wonderfulness of creating new :)


26th November note: A small piece of information to this point. I often listen to music while I make tilesets. I can always name some favourite tracks of certain periods of time, like when I was drawing Twilight Park, I listened a lot of Kingston Wall. Dungeon's top1 inspirational piece of music is from Armin van Buuren's A State of Trance Year Mix 2006. It's of course Mike Foyle with an exceptionally good dance track Shipwrecked (John O'Callaghan vs. Mike Foyle Club Mix). If you are even one bit interested in electronic music, check it out at YouTube: http://www.youtube.com/watch?v=PSx55MR8QuY

Saturday, 17 November 2007

Dungeon development diary 1-2

Hello posse!

Here begins the real development diary I have been promising. I will refer to Castle of Cadavers as "Dungeon" from now on, because there is no chance that the tileset would be named Castle of Cadavers. That name has never satisfied me. So, it is codename Dungeon from now on :) After the simple name period (e.g. Desert, Glacier) I have liked to name the tilesets more specifically, but leave one word to shorten it to (e.g. Islands). This will be the case also this time. Expect some really witty name for the tileset! :P

Now to the diary. To date there are 23 diary entries. These 23 entries accompany 19 pictures or screenshots from the development process, so you will have lots to see. Today I translate you entries 1 to 2, and some days after 3 and 4. The fifth entry comes with the first Dungeon gameplay screenshot there is. From that point all of the entries will be added to this blog separately. Some of the entries are not very long.


I consider that the Dungeon development process started in August, but there are some things I did before that. For example, I have had an empty Dungeon.pcx in my computer for at least few years. I don't really remember when I created it or how it would have looked. More recently, in the spring, I created the first brick tiles, which, I think, can be seen in the picture below. The Dungeon development diary starts from July 2007.



1. 4th July 2007


Third attempt made to make the basic brick tiles work. These new ones look pretty good to me. They could end up in the final tileset release.


2. 14th August 2007

To add more variation, I made more of the same style bricks like I did in July. Unfortunately these don't look as good as the originals. There is one particular stone that dominates the big picture too much. I probably have to redraw both of the brick tiles, and remove the domination problem that way. I have the models to base the new ones, that should prove it pretty easy task to do.

17th November note: What's in the picture: in the lines 1-3 are the first generation bricks made probably in the early summer 2007. They didn't look good and that reduced the will to make more proposals. Line 4: the second generation showed the way to the third that looked the best of these brick tiles. Line 6-7: These are the tiles I speak in these two diary entries. Tile 4*6 is the one that has the domination problem. In the right there are three steps visible how the brick tiles were made. In the two bottom lines are the ground tiles that preceded the ones that are used in the current version of Dungeon. They look very much like those in Twilight Park :)

Friday, 19 October 2007

The curtain unveils...

There has been some nice development in The Castle of Cadavers in the recent days.

This led to the decision to show everybody who's interested how the new tileset looks right now. Remember, work in progress! :)




This screenshot here features the dungeon part of the tileset. It is basically a dark, old and repelling place with spider webs and in the future, more prison stuff to literally make it a dungeon. The most recent additions to the tileset are the pillars and the spider webs. Both will change before the final release, but this screen shows their inputs for the tileset pretty good. This picture also features two kinds of walls and floors for flexibility, and the wall texture with three different variations of cracked bricks. The three versions don't differ dramatically but believe me, only one variation would have looked dull. The three brick textures are, however, only a beginning. Expect to see much more stuff inside the ground/wall in the final release of Castle Of Cadavers! (no buried shovels, though)

So, what next? More dungeon stuff! There are essential tiles to be done, as the dungeon part is the base of this tileset. Essential tiles are not so fun to draw, as variations of everything are always needed and therefore much, much repetition.

The development of Castle of Cadavers seems now to be back on its tracks, and I see no obstacles ahead. But one! I don't have not found any good music tracks that could fit in the atmosphere of the tileset. So, I challenge you, dear readers, to tell me what would you put in the background of that screenshot above. It can be dark, melancholic, angry, eerie or pretty much anything you'd hear when playing a centuries old, abandoned castle level. With rain outside! Write your suggestions in the comments or e-mail me. If I pick your choice for the final release, you get mentioned in the credits! Think about that :)

P.S. The current state of Castle of Cadavers reminds me strongly of the original Prince of Persia.