I’m gonna save the other main thread for big release announcements and such. In this thread, I’ll dump various graphical stuff that’s work in progress, but is cool to see.
Amongst my other duties (frogatto 1.1 being the big one), I’ve spent the last few weeks getting some interior graphics going on. As an aside, I’m finding as I get more experienced with pixelling; it’s not the act of drawing, but it’s instead working out textures and colors that’s the harder part of the job. I banged up a draft of this in just a day or two, but polishing it into something professional-looking took another week and a half or so of work.
As I post this, I’ve gotten the majority of the work done on the floorboard tiles, and they’re now in-game and useable. Walls will be done as individual objects placed at regular intervals (a bit like cliffs), and should be trivial to implement, but a moderate amount of work to do the additional variants (ones with doors, ones without windows, etc. I also still have some polishing to do to the pixelling on the walls. Furniture is in various states of completion (that stool, for example, is barely a sketch).
I’m gonna keep slicing away at this over the next week. If I feel like it, I might kick out an update of the “pre-alpha” with enlarged (~25% bigger, to match the player) buildings, working building doors, and interior graphics.
Side note: don’t get the dumb idea this game is “iso” in the sense that videogamers usually take the term; Yes, the perspective is isometrically shortened. Yes, I’m angling some buildings and walls because it makes stuff look better when it’s not seen as an absolutely dead-on angle. But no, I’m not limiting myself to angled scenes in the way some inflexibly-engined “iso” games do. There will be a healthy mixture of vertical and horizontal walls in use; I just haven’t drawn them yet.