Still making progress! Managed to finish version “A” of the cliff tile-set earlier this week. Easily the most complicated tiling i have attempted. Many tiles have to be able to seamlessly tile with about 6 other tiles in any combination. In the end I managed to bother Fet into working out some slightly more flexible tile masking arrangements to make the task a little easier, but man I am i glad to be finished with it. I can see how many people only have 2 or 3 “texture” tiles – making them all compatible is just such a huge headache!

Regardless, as always I have learnt a lot of very useful tips and tricks in doing this. I’ll probably have to rework the overall palette and touch up a couple of the seam combinations that I didn’t get a chance to try, but overall I feel like finishing this is a fairly major milestone.

In doing this, I did a fair bit of studying of older tilesets, and became interested in discovering how artists overcame the severe limitations (both in terms of colour and size-on-disk) of making graphics for the 8-bit era. Did you know that in Fire Emblem there are 3 tiles TOTAL for walls? Really clever, I never even noticed. With that, I started investigating possibilities for what I might work on next, and I think an interior set, something in the spirit of the kind of atmosphere found in La-Mulana (which, by the way, is an amazing and free game). Such a tileset would be based on perpendicular tiles, and the “seams” would be natural edges found in tiles, meaning that any given floor tile would “automatically” be compatible with any other tile. The amount of work this takes out of the equation is tantalising, as doing seam matching accounted for about 75% of the time it took to draw the tiles. Additionally, fewer tiles overall are required, further reducing the time investment.

I also started to think about the effect that interiors might have on the game itself, as they (often) lend themselves to more confined and technical level layouts. I immediately started to recall the wondrous level designs of earlier screen-based dungeon games, particularly Zelda and its kin. Fashioning diabolical traps and wending dungeons seems like much more interesting way of going about things after the designs I have toyed with thus far. My Capability Brown-like insistence on making outdoors areas look “natural” limits the flexibility of their designs, although it does produce attractive results. But quite aside from that, the prospect of having these quite different and interesting “modes” of play – combat-heavy fields outside and tricky puzzles and traps inside – makes Paraplu seem even more awesome in my mind than ever before. This is going to be FUN.

I like to ramble, evidently.