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#1 |
Sangband maintainer
Join Date: Apr 2007
Location: Heavens only knows
Posts: 31
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Graphical ideas for *bands
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#2 |
Sangband maintainer
Join Date: Apr 2007
Location: Heavens only knows
Posts: 31
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#3 |
Sangband maintainer
Join Date: Apr 2007
Location: Heavens only knows
Posts: 31
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#4 |
Administrator
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Great post, Leon.
I would personally prefer isometric, without 45 degree rotation. Semi-transparent walls. Shadows. No vertical offset of sprite over tile. For a visually appeasing, open source, isometric, hack and slash game I'd refer to Daimonin, which happens to be MMORPG. Screenie: ![]() The difference is they don't do transparent walls (don't have to, they have a lot of large rooms and only a small number of rather wide corridors between them), and obviously they are 45 degree rotated. Oh and be sure to add the hitpoint bar above each monster! |
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#5 |
Adept
Join Date: Apr 2007
Posts: 129
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I like the isometric view in post #2, kinda reminds me of Heroquest (I wonder if I can find my disks for that, I haven't played it in years).
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#6 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
Donated: $60
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Quote:
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#7 | |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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Quote:
I've made notes on some isometric resources in the Unangband to do list, which I will advance at some point. Please note that the Unangband isometric view is really not that smart at all, and refreshes the entire screen for a single update. It should be possible to do a much nicer screen refreshes / scrolling and so on.
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The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more- In UnAngband, the level dives you. ASCII Dreams: http://roguelikedeveloper.blogspot.com Unangband: http://unangband.blogspot.com |
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#8 |
Rookie
Join Date: Apr 2007
Posts: 10
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Personally, I think there is a certain value to simplicity in Roguelike Graphics; ones that let you use your imagination, but don't leave you wondering what something is. The one Roguelike that met those standards for me (though I haven't played it in a long time) is MacOmega:
![]() I think a lot could be learned from this example (in fact, I'd really love to see an Angband version of this tileset...) |
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#9 |
Apprentice
Join Date: Apr 2007
Location: Washington, DC Metropolitan Area
Age: 40
Posts: 77
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that might actually look nice... i will probably never stop using ascii but i might try it out.
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Oh, Mr. Speaker, I had underestimated the tenderness of the feelings of the members opposite. --Barney Frank |
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#10 |
Rookie
Join Date: Apr 2007
Posts: 3
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Hello everyone... I was vainly googling my own name and noticed this thread about Angband graphics. Wow, it's been so many years.
I guess I checked the old central Angband page every now and then, but it seemed pretty dead. I'm glad people got enjoyment out of my tiles for so long. It's funny how there were so many limitations to the art back then, looks like the game has expanded a lot. Good to see life there. Unfortunately, I'm not here to be the art savior, just dropping by. ![]() I've since done a lot of different graphic work, and I'll just put my 2¢ in from my experience with another game called "Clan Lord" by Delta Tao. It's an MMORPG with a very simple graphic style that serves it well. I think the same could be done for Angband. Looking over these examples, the MacOmega one would be my choice. I'd love to see it modernized, maybe with vector graphics so you can scale in and out, and actually see what's happening with larger resolutions... play online in Flash, etc. I also like stylized, representative graphics, because Angband won't ever compete with Diablo and its ilk, but if it develops an interesting, clean graphic style, it could get lots of new attention. Just look at how successful the Nintendo Wii is with very simplistic presentations, marketing itself on gameplay. I must say I've grown to dislike what the Daimonin screenshot represents, trying to put realistic detail into pitifully low res graphics. Frankly, that's what I tried to do with the original Angband tiles. But I was only 15 years old then. I've since realized that simply results in a muddy-looking presentation. I'd say go for clean, pretty graphic representation, rather than detailed artwork. Spice it up if need be with some effects modern technology can provide. Dynamic lighting effects, spell effects. Play up the look of a strategy game rather than competing with the Big Guys. Best of luck with everything! -Adam |
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