We need to touch-up this tileset so that it looks nice(r) for the next demo. This tileset will eventually be incorporated into the game (as the first map seen), thus its important that we put a lot of effort into this set since it is part of the player's first impression. Here's a verbal description of what this environment is supposed to depict (as explained in the prologue)
This tileset is for a large cave that has an entrance far into the desert sands. The cave connects to a large underground river system, which is the primary source of water for much of the kingdom of Harrvah. The first part of the cave is dry and sandy, but becomes darker, deeper, and damper as one approaches the bottom, where there is a waterbed area where the underground river runs through. The river is usually fairly strong, but it is initially blocked by a large boulder, and only a trickling stream winds its way through the waterbed.
Here's a list of things that I can think of that need to be done with this set for now (for the demo):
- 1. We need more variation in cave floors and tiles.
2. The "darker dirt" tiles in the upper left of the current image need to be made seamless (they don't connect well right now, take a close look at the side tiles). Or perhaps even better, we can just make some semi-transparent "shades" that can be applied to the standard dirt tiles?
3. The new sand tiles that I just added in could use a real artist to make them not suck.
4. Cave walls and staligmites could use further variation
5. More passageways and similar cave features
6. The torch animation on the wall needs to be stronger I feel. Its a pretty darn week flame
7. It would be nice if the walls could scale to more than 2 tiles in height. That way, we can have the deeper areas of the cave have "higher" walls by using more tiles
8. Need the waterbed area and a trickling stream through it (not necessary for the demo version of this tileset)
9. Something doesn't sit right with me about the texture of the water. Maybe its just me though
These are just my personal suggestions and by no means a "to-do" list. It would be nice if people could contribute what they can to making this a better tileset visually and aesthetically. I've arranged the tiles so that the top 6 rows are the "ground" tiles, the next 6 rows are the "wall" tiles, and the final 4 rows are animated tiles. Lets try to keep within the bounds of this scheme for now.
Note that if we run out of tile space in the tileset, we can always create an additional tileset. For now though, lets attempt to focus on using the area within this single tileset as best as we can (there are a maximum of 256 tiles total here, so I think that should be enough). I'll help out where I can as well, even though I'm not really an artist