#Interior design mockup for PD & TWC

1 messages · Page 1 of 1 (latest)

neat cosmos
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Been working out how I want to display interiors in ProtoDungeon and The Waking Cloak since I've moved to a fixed perspective instead of being able to see all four walls like in 2D Zelda games.

Curious to see how well this reads, and open to suggestions!

rapid kelp
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took a bit to see what you were doing but this is actually super dope

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I’d definitely work on the grey ceiling border to make it look more organic

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and you could maybe even get away with making the walls one tile high instead of 2? depends how claustrophobic you want the place to feel

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or even 1.5 tiles

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as for the bottom edge the one thing I’m not sure of is how you’ll handle multiple rooms packed together on one screen. shouldn’t be too hard to work around but the display could get messy

neat cosmos
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thanks for the look and thoughts! yeah, I have some rooms that are 1 high, some that are 2, this was just the tiles I grabbed this time

I'm working my way up to multiple rooms. I'm thinking either that would be a screen break or just not having the back wall show up if it would interfere with the adjacent room

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or could temporarily hide walls that overlap whichever room you're in 🤔

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or just have the walls be there and you can go behind them, I suppose

rapid kelp
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or remove the grey bit and have the walls sort of fade into nothingness maybe kitten_think

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for the standard ortho projection I sort of imagine interiors as being dioramas behind cutouts in a flat black sheet

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but removing the front wall breaks that for me

neat cosmos
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yeah, having all four walls can look good, and how I've been running up until now even in PD3 with the ortho, but it's started causing problems. Like if you have a narrow hall going east/west you wouldn't be able to see yourself in there

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but yeah I was thinking kinda cutaway/cross-section/diorama lines

rapid kelp
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could also make the top clearly visible but not popping out

neat cosmos
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that immediately looks better

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I wasn't thinking of the top as popping out actually haha

rapid kelp
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well I meant visually, not spatially, but either way lol

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sorry, there are other things I could think of I'm sure but bf has a really bad burn and is panicking so I'm panicking and wish I could be there but can't so my brain isn't fully here for pixels rn

neat cosmos
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go take care of the burn!

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I can survive lol

rapid kelp
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can't! because a few terrible reasons

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not gonna commandeer the channel

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just trying to figure out how best to send someone emotional support over discord

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and pixels are keeping me calm somewhat anyway?

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hmm removing some noise from the walls helps it read better too I think

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but at that point you're sacrificing quality for clarity so it's really up to whatever balance you've found for the project

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you can also try just removing the highlights from the top bits of the walls like there's a shadow on them, which implies a ceiling

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alternative shadow style that preserves detail, just using the color from the ceiling border

neat cosmos
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digging the ideas. I'm messing around with an actual room shape from PD3, one that was giving me problems, will try out a few of these

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okay, well, the issue with using this room as an example is it already works well with the new viewpont lol

hybrid lodge
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are these separate rooms within the larger world that *does* show the other walls?

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Or are you considering switching the whole game to this style. I imagine you could alternate as needed, like i imagine this perspective works well if you're 'building up' to something, like a snakey path upwards

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and the Everything View could be used for more sprawling open rooms and hallways? just thinkin' thoughts

neat cosmos
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this is only for interiors--outside will have cliffs and walls wherever they are

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yeah

hybrid lodge
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ahh ok

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depending on what kind of temple/dungeon we're rocking, you could also switch to an 'outside view' for room transitions, which will be a ton more work with very little appreciation from 90% of Gamers!

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(i'll draw a example)

neat cosmos
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lol

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I think I know wha tyou mean though

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alright, built the room. trying to figure out what the hole in the middle/left does

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just... huh

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maybe it does this

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kinda weird to drop all interior walls though 🤔

hybrid lodge
neat cosmos
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okay that's pretty dope

simple edge
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love the ach 😂
(sadly don't have much in the way of critique, i just lurk on all the threads)

neat cosmos
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thy lurking grants me power

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maybe interior walls disappear if you go behind them 🤔

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whoops, back to work, I'm late

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I shall remain on Discord tho

hybrid lodge
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perhaps so?

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i'm supposed to be working on something else so naturally this is all my brain wants to do

neat cosmos
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Same lol

rapid kelp
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yeah this is the problem zone™️

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for the jank inner area you could just use rocks or something instead, definitely makes a different feel tho

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could also have another wall type

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like maybe a wall that’s only half a tile high but has spikes on top so you can’t jump up

neat cosmos
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Eh, maybe

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Dragon Quest did it like this, but you just couldn't go under the south walls

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I like how it looks but idk

rapid kelp
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yeah this is the norm

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or letting you go half a tile under the wall but no more, so you’re still visible

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my discord just crashed and is now in linux-discord-update-hell so I can’t draw anything for a while

neat cosmos
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Whee

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I'm gonna backtrack a bit to the norm. A few issues I see with this:

-Very tall rooms (I have a few)
-Variable wall heights within one room

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-East/west doors (locked, etc)

rapid kelp
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this is why you have locked pillars

neat cosmos
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I mean, sure

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Pillars make weird doors in general

hybrid lodge
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just leave all doors open and just have enemies point the way, helpfully

rapid kelp
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just not have interior areas

neat cosmos
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Interiors were a mistake

hybrid lodge
rapid kelp
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I’ve actually been playing with using the same tileset for overworld and underworld, just distinguishing with palette, and it makes these great naturey caves

neat cosmos
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Technically mine is the same tileset as well ganon

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I was at one point in PD3 using cliff walls for interior caves, it was kinda neat

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But a little... lacking in variety

neat cosmos
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alright, heading back in the direction of including the bottom wall

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gonna try a more natural version soon

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also just realized the dark gray won't show up since caves are dark, meaning we're doing the blueshift palette--and the dark gray goes to black haha

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actually kinda like this?

tame pagoda
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Oh yeah, very nice looking, I love rooms encased in black voids!

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It would be neat to see a few tiles that vary up the floor and walls. Things such as large boulders in the sand or walls. Just to add a little more variety.

but that's up to you

neat cosmos
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I do have those! Just working on the walls right now

tame pagoda
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"Wall" your doing a great job

atomic dove
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I love the results for this. Having just the wall edge makes a lot of sense. I'm torn on the brown for the daylight tiles though just because it feels less like part of the ceiling and more like part of the walls? I know you're trying to work within the new lighting system so I don't really have a good suggestion that accounts for that, sorry 😅

neat cosmos
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Thanks! Well, the lighting effect is the same, just the underlying system is different. Everything here will always be blueshifted (since it's in a cave) unless there's a light source nearby. It's easy enough to change the color, either way, haha

hybrid lodge
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Whenever i see this thread light up my brain thinks of this:

rapid kelp
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love that song, never seen it paired with a video like this

hybrid lodge
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This was my first interaction with this song, and that specific pairing stuck in my brain

neat cosmos
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I'll have to listen later lol, no headphones atm

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I started going a more natural route but it just looked... weird

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so I think this might work better

atomic dove
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Framing looks solid

neat cosmos
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ty!

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unlit (natural state for caves)

atomic dove
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Very nice

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Value changes across both look really natural

neat cosmos
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sweet! thanks for the input

neat cosmos
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thinned it up for a few reasons (helps mainly with "joints")

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also Aseprite's tile feature is just

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the best

atomic dove
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Yeah I can see why you changed it this def looks better

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In hindsight I wonder if the chunkier one would still work if it was shaped? Instead of being flat? I guess like the ones in Zelda/Kirby is what I’m thinking of

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But normally I think those are for cliff edges not wall edges so yeah still might not work lol

hybrid lodge
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Ah, i thought that was supposed to be a pit

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But it's a center wall. And that reads clearly now that it has a border