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(2 edits)


Finally pixeled the rest of the background. There's a lot going on in here, and surprisingly the process wasn't long to figure out when it came to implement what I wanted out of this background.



These broken lamp posts are their own objects and go infront of or behind the player depending on their opposing y values. RPGs typically get around this by being tile based and hoping the base of the lamp is in the way of the player to prevent being covered by it from below, but with pixel based movement you have to do some simple programming to solve that.



Here's how the game is laid out
1. Floors that aren't too detailed but just enough to feel textured.
2. Shadows straight from the render reference (this is separate because I'll make the player actually affected by the shadows after a point)
3. The main background that the player can be infront of
4. Instances or colliders that I sort through game logic
5. Instances that are by default above other instances or have some special case to them
6. The upper background that's above everything
7. Disabled the instances to show the final look as ingame.

Up next: Implementing Player Shading (affected by shadows) or maybe just adding more backgrounds (notably the inside of the tower) depends on what I feel like doing.