objtiles.md 1.9 KB

Objects and Tiles

There are not much to say about objects, because they have minimal compatibility requirements. Keep in mind that objects have orthograpic (top-down) [perspective], and you must choose the colors for [props and objects] carefully so that they nicely fit with the tiles.

When you're creating bigger objects, don't forget that players might walk inside. That's only possible if you create multiple layers of an object.

Separate large object into layers

Grid Size

The general tile grid is 32x32 with (possible) sub tiles at 16x16. The rationale being that the basic size of a square object (eg a chair or a character) is a 32x32 area. All base assets are designed to work at 32x32 tiling, and it’s recommended that you build yours to be so as well. However, for versatility tiling can happen at 16x16 resolution.

32x32 grid example

Perspective

The camera angle is top-down, roughly 60 degrees.

Top-down, orthographic projection

Rendering should be orthographic, which means there is no perspective... things do not get smaller as they move into the distance. If you’re using perspective techniques on your props or tiles, that’s wrong.

Chest perspective example

Tile Authoring

Details are simplistic. There are more details on the edges, and the center tile should be either one color or a very subtle pattern.

Occasional detail tiles should be thrown in to break the monotony of having a single repeating tile.

Demonstrating tiles that can be used to make more complex patterns

Edged tiles such as walls and floors should be arranged in a similar manner as the establishing art.

HINT: You can set up [automap rules] and then the map editor will automatically place these edge tiles whenever preferable.