Angband 64 x 64 pixel tileset
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I've been playing in ASCII mode for so long now, but these tiles are so beautiful! I think I have to change and start using them, once the restructure is done and they work for Angband 4.0. -
Using 13 tiles to create bodies of lava, instead of using a single tile that has either floor edges with a lava pool in the middle, or no edges at all:
Rough example, the 13 tiles used are seen to the top right, grid added here to easily spot how the tiles are connected:
Looking like this in game:
This could be used for many types of terrain such as dirt, rubble, water, acid, worms, mold, moss etcLast edited by Shockbolt; April 27, 2015, 15:49.Leave a comment:
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At this stage I don't think we've worked out how to use anything but single tile for terrain. Is some of your recent batch designed for a 13 piece tileset, and how does that work?Leave a comment:
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There's actually already a tiny bit of new terrain (lava and a new type of rubble) already in 4.0. I intend to keep Angband's current straightforward, uncluttered dungeon style, so there probably won't be a lot of new terrain.
Graphically in the future we probably have changes to traps, a bit more new terrain, and likely new monsters and objects. So just about anything is possibleLeave a comment:
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That's a really good question. I was assuming that any AI difference between monsters would be based on monster base type, or possibly flags in monster.txt. A couple of first thoughts:
- In a game like Angband with so many encounters, you need not to make every battle epic, so the aim would be to have differing AI only really matter in close battles.
- You can already essentially see some AI difference between monsters with and without random movement.
I'm not sure how much of this is feasible to implement as edit file flags, though.Leave a comment:
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Regarding AI. As I understand it, currently all enemies use pretty much an identical AI routine (cast spell or advance or attack, then flee or die). Any chance that (after the restructure) one might lay the groundwork for individual monster AI, stored in an external, user editable file. In this way monsters could truly behave differently, rather than just having different stats and abilities.
- In a game like Angband with so many encounters, you need not to make every battle epic, so the aim would be to have differing AI only really matter in close battles.
- You can already essentially see some AI difference between monsters with and without random movement.
The idea of an edit file specifically controlling AI fits very well with the general theme of pushing stuff out to edit files, too. Now you've distracted me...Leave a comment:
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Regarding AI. As I understand it, currently all enemies use pretty much an identical AI routine (cast spell or advance or attack, then flee or die). Any chance that (after the restructure) one might lay the groundwork for individual monster AI, stored in an external, user editable file. In this way monsters could truly behave differently, rather than just having different stats and abilities.Leave a comment:
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This is a very rough and incomplete working plan from our devteam meeting last October:
There's actually already a tiny bit of new terrain (lava and a new type of rubble) already in 4.0. I intend to keep Angband's current straightforward, uncluttered dungeon style, so there probably won't be a lot of new terrain.
Graphically in the future we probably have changes to traps, a bit more new terrain, and likely new monsters and objects. So just about anything is possibleLeave a comment:
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I'm probably missing something obvious, but is the entire tileset (in 64x64) available anywhere? This thread contains lots of pictures with individual tiles or groups of tiles, but if there are any links to a big honking tilesheet then I've missed them.
I'd love to use them in Cthangband.Leave a comment:
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4.0 - gameplay neutral restruct as discussed
4.1 - fix traps, rune-based ID, new dungeon gen and maybe some improved monster AI
4.2 - new terrain, redo monster list and AI fully, possibly new classes/races
4.3 - combat system and object revamp
Graphically in the future we probably have changes to traps, a bit more new terrain, and likely new monsters and objects. So just about anything is possibleLeave a comment:
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I love those pics, if I wasn't doing my own game in 32x32 (to be able to edit some tiles myself), I'd definitely use themLeave a comment:
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My god, that's beautiful work.
Nick, are you watching this?
Want it NOW!!!!
(After the restructure, of course).
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A bunch of new tiles that will be included with the free Angband tileset. Many of these tiles are not supported currently I believe, but they are there for future possible purposes. More to come soon, especially outdoor tiles. The tiles seen here are made from using a portion of my base Fantasy art kit:
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