Further isometric pursuits.

Published April 17, 2009
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Between studying for final exams and other diversions (such as the lovely weather), I was in the right mood to sit down tonight and produce a few more pieces of art for my little isometric game project. A couple of new walls (with and without a light), and a grainy wooden floor.



I'm still generating the wall/floor images using Blender, and then using KolourPaint to chop that final image up nicely and do any final touch-ups. The overall process for creating a new tile still feels long and tedious, so I'm becoming very keen on writing some scripts to automate some aspects.

All of the game content works through a definitions system, which simply reads a text file containing text like the following:

[TileDef]name=Brown Wall Littype=Wallimage=wall_brown_litbase-x=29     # x/y location in image of where the base of the tile isbase-y=86offset-x=16   # x/y/z offset in world coordinates of the tileoffset-y=0offset-z=4flip=trueindex=4


Most of it is probably self-explanatory, but the jist is that the game will read in these tile definitions from the file and create an internal representation. The base x/y specifies where in image coordinates the centre of the 3D object's base is. This is used to ensure that the image is drawn in the proper place. The offset x/y/z are in world coordinates and specify an offset for the tile or object. For example, an object like a mounted picture frame might want to be offset upwards in order to appear to be hanging on a wall. The other item of interest, 'flip', denotes whether the game should generate a second entry at load-time containing info for a flipped copy of this tile. Since walls can be aligned in one of two ways (look at the screenshot carefully..), this prevents me from making flipped copies of every wall by hand. I'm not totally satisfied with my solution to the flipping problem, but it works for now.

As I've been creating tiles, I'm getting a better and better feel for where I want the art direction to go. Heavy influenced by the Crusader games and System Shock, I'm interested in taking a mix of industrial, mechanical, and office-like decor. Perhaps the game will take place in some sort of large mysterious complex.

Finally, for anyone curious, the last screenshot I took of my workspace for the project looks something like this:

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Comments

Ravuya
KDE nooooooooooo!
April 19, 2009 05:21 PM
HopeDagger
Quote:Original post by Ravuya
KDE nooooooooooo!


In the past, did KDE wrong you in some unspeakable manner? [smile] (I lost two sons to Gnome, myself.)
April 19, 2009 08:41 PM
Ravuya
It was 1967 and KDE and I were in Da Nang. We had been wandering the mountains for the last four days, trying to get an idea of where the local NVA outpost was concealed.

We were drinking some kind of vicious snake liquor; I remember it used to burn me all the way down. KDE had a funny energy that day that I couldn't place. He turned to me, eyes wild, and told me - no, shouted at me - that he was going to do it - he was going to burn the entire village in order to root out the General. I tried to stop him, but I couldn't manipulate his clumsy hybrid of RISCOS, Windows 95 and Mac OS X, and so he knocked me to the floor and called in a napalm airstrike on an orphanage.

I'll never forget their screams. A few hours later, GNOME caught up with me and we went looking for KDE in the scorched, dessicated underbrush. We found him, shirtless and bloody, one handing an M249 SAW while he mowed down anyone he could see.
April 21, 2009 10:18 AM
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