Dev Log #4

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It’s been a couple days, welcome back to the Dev Log! I’ve been under the weather and haven’t had any energy to work on the game, much less write about it.

Today I worked on the door again. I think this door will be the death of me. No matter what I do I can’t seem to get it right. It’s too short, it’s too wide, it’s too tall, everything, every time I look at it.

But that’s great motivation. I’ve tried a ton of things, and a ton of things haven’t satisfied me. That’s 1 ton of things I know won’t work. I know I’m improving, so keeping at it knowing that I’m getting better feels good.

I wanted to see the door in relation to other objects, so I started work on a house. I definitely need to learn how to shade better, but I am pretty proud of the house I have worked on thus far, and I’m excited to keep working on it. It’s also not finished, as I spent a lot of time trying to make the shingle things look like shingles and not rivers and crops. Hopefully once I get the whole house done I can touch up some of the areas I already finished and make them look nicer, like add a window beside the door and make the wooden beams on the walls look better.

It seems silly to dedicate so much time on this part of the game, but it means a lot to me and I know it will pay off to have these parts built out when I get further into the development.

Tomorrow, I think I will iron out some more of the levelling math and start working on a beginner class. My goal is to proof of concept the combat and gameplay once I get these starter sprites and art out of the way, so levelling and class abilities are at the forefront of my mind currently. It will be doubly nice because I’ll get to work on something other than the door.

3 responses to “Dev Log #4”

  1. Agate Dragon Avatar

    Your tiles look good. I would suggest using your player size as a guide, when making your art.

    Also probably best to make a small prototype of your game first, and then decide your sprite size. Or else you will find yourself constantly resizing / redrawing your sprites. In general, the smaller your sprite the faster you will get stuff done.

    Just keep going, and enjoy the process πŸ™‚

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    1. Markus Johns Avatar

      Thanks! I really appreciate the feedback. I have definitely had the redrawing/resizing with my sprites happening a lot. I’m gonna commit to 16×32 sprites and tiles for the prototype and see how it looks from there!

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      1. Agate Dragon Avatar

        I’d say making sprites between 16 and 32 is sensible. Sounds like you are going for 16×16 tiles? You could go for 8×8 size if you don’t want to spend a lot of time making pixel art.

        I’d also recommend doing a mock up in your sprite editor, to figure out how big your camera view should be.

        I’ll just copy and paste this, which I wrote in another post. Since I think you might find it useful πŸ™‚

        It won’t be pixelated though, if you pick a game resolution which scales cleanly into your target resolution (1920Γ—1080). To scale cleanly, it should have the same aspect ratio (16:9). So these could work well:960, 540//2×640, 360//3×480, 270//4×384, 216//5×320, 180//6xSo 960Γ—540 fits into 1920Γ—1080 2 times.320Γ—180 fits into 1920Γ—1080 6 times.You also need to turn off interpolation when scaling the sprites. In OpenGL you set the Texture Filtering to Nearest. This will stop the sprites from getting blurry when scaled.I’d suggest doing a mock up at different resolutions in an art tool and getting an idea of how big the screen is compared to your player sprite.Might also be a good idea to look at similar games and see how big the player sprite is compared to the game screen size. I believe in most games, the player sprite probably fits into the game width and height 8 to 20 times.

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