Improved the PixelArt Painter for Death Trash so it also works while the game is playing inside Unity.
Made a little "Baldur's Gate"-like prototype yesterday to test the flexibility of the Death Trash framework. (Character graphics are just copied over from Death Trash too.)
Added more idle animations, adjusted some timings and lots of other small details to give more life to the NPCs.
More work on characters. Doesn't look like much difference yet, but the system allows now for animated custom objects (only heads for now). Characters became a bit stiff when I added the possibility change heads because those were only single sprites. This now should make the game more alive again.
Had no time for a "real" painting, but adjusted the game here and there, including visuals, so letting this work count as my Daily Art for today. I'm testing NPC behaviours, working on doors etc.
Made more elements for the sand environment from yesterday and tested it in the editor. I think it's too noisy yet, but at least it's a lot easier now to test these environments.
Only slightly updated "tile" set. The real progress happened in programming an Importer for these Sprites, so I can draw an object in Photoshop, give it a layer name with ".png" and the Importer does most of the work of preparing it for use with the Level Editor.
A boring technical picture for once. I have to make the z sorting of isometric walls working but just want to paint the complete wall in Photoshop, so my plan now is to procedurally split this Sprite up and design with colored pixels during painting where the base points of the wall are.
Progress in the quest of keeping the original organic/gritty style of the Death Trash art while making everything reusable components.
Experimenting with procedural generation. Also found a new brush that gave good results for the ground texture.
Finally those cultists got new animations too. About time.
Sorry for posting so many gifs. But animations are just what I am doing this week. And it's still painting for me.
Mildred got some new animations too. And a little redesign, which was not planned but just happened. She felt more bulky before, which I also liked, but the pixels were dirtier, which is not good when making animations.
Was fooling around with loading screens for Death Trash. So I pixeled an animation of someone peeing.
And a more serious one.
Went to the Berlin Mini Jam yesterday where people create games in roughly eight hours. I was on a team of three where I could focus on making the art etc. I used it to explore a different style, only using the shape tools in Photoshop.
I am not so sure about the quality of my work I did there, but it felt good to get outside for once, and, you know, interact with other people. :)