Angband 64 x 64 pixel tileset
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And I just want to add that I plan on expanding my tileset, to include more terrain tiles, more objects, more items and possibly even more enemy tiles. These will be included into the tileset you get @ $250, and all future additions will be available for free.
I also plan on adding the new tiles to the current Angband tilesheet if possible.
A.Ironband - http://angband.oook.cz/ironband/Comment
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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:
http://www.rpgartkits.com/
Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.Comment
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Can you tell me the major new changes to the future new version, or point me to a thread where I can read about it? I'm obviously excited about the game as a whole, but new possibilities graphicswise are of great interest of coursehttp://www.rpgartkits.com/
Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.Comment
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http://www.rpgartkits.com/
Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.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 possibleOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.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.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 possibleComment
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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.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.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...One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.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.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 possiblehttp://www.rpgartkits.com/
Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.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?One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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