Art Updates


Small update to share what I've been working on.

Over the past few weeks I've been able to get a lot of time to work on tile art and I think It's going well. At least in adapting from references, I'm getting a lot better.

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Buildings
When I started making Comet I used an asset pack on itch that was made for Pulp where the tiles were 8x8. At the time I didn't think I could get very good looking buildings so I felt they were good enough. This building for example was flat but it did the job.

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Many of the assets from the pulp build of Comet got adapted for the SDK build just so we could get it off the ground.

Now on the SDK, I have layers and 10x10 tiles. (And much better tile management to boot) So I felt like I could come back to and see what could be done to make them look better. First I started working on new roofs.
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Which turned out really well I think.

Then these little triangle sections so I could square them off and use my current building fronts.
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All of this looked good in isolation but when attached to a building felt really busy.
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So with some feedback from the team, I started trying to design some building fronts that were more plainimageimage

I think these look great but at this stage they're unique for each width (8-4).

These will be iterated on again in the future but for now they work

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Some minor world tile tweaks

Cliff shadows
Before & after

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Parts of the map that didn't make logical sense so I've worked to fix them up.

Land heights
Before & after
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Likely not noticed by the player but it keeps things consistent world.

Cliffs connections
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Special transition between tiles
As I build out new areas I'm trying to balance using the tiles I have vs making new ones.
But in this area here I needed to merge how corners blended in with the wider cliff face.
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All in all, things are looking a lot better.
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Just wait until you see the new sprites!

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