Art update time!
Progress continues, and I’ve got some art to show off! Let’s just start with the most recent image, basically a test room compiled from what I’ve been working on.
Not much going on here yet, really. That’s the first draft of our robot protagonist, totally not animated yet, along with a simple hazard and a sweet blast door. We’ve got some walls, a background, and a few other little things lying around. The sprite sheet is still incredibly compact, and most of it is actually just repeated elements.
The hardest thing this week was the robot, which shouldn’t be surprising since it’s the main character. Unfortunately, it’s not like I went through a dozen drafts before settling on this one… no, I spent an entire day agonizing over this one draft. This first draft. And this is coming in with rather a lot of little concept doodles.
So it’s not like I had a lack of material… why’d I get stuck? Well, I have a little bit of a perfectionist streak in me, and it can be really paralyzing in the early stages of a project. It’s great later, when I’m applying polish and can afford to be making tweaks. But when the goal is to just get a bunch of stuff on the screen and see what works, it’s pretty much the worst thing possible. I get stuck, and then once I realize how much time I’ve spent on a sub-par concept, I double down from the fear that I’ve wasted my time.
This cycle is… well, dumb. It normally ends with me panicking and going off to play Minecraft for a few hours to shut off my brain. And that’s exactly what happened on Sunday. Thankfully, I managed to break the cycle this week by just walking away from the robot concepts. Besides, doors are simpler.
This time, I vowed to not get stuck on a single draft. I started and trashed a few door sprites, and nearly got hung up on the idea of a forcefield door (like
this) before my first draft showed it was just looking wobbly and weird. I kept it simple, clean, and soon had something workable that I could even sort of animate, in my own half-assed prototype fashion.
Thankfully, that momentum carried me through the rest of the work I did this week. I was able to iterate a little on the wall tiles, and tried them at multiple resolutions. I found that pixel doubling was not going to be a very good solution, and basically just made the blocks look… well, blocky. But not in a good way, just sort of chunky and lame-looking. However, I found that mixing in single tiles with the 2×2 tiles made the wall look less… monolithic.
This goes back to a technique I loved to use back when I worked with
Blades of Avernum, something we always just referred to as “frilling up the terrain.” It was really simple… hell, our editor had a button for it to minimize the tedium. Just take the empty expanses of grass you’ve got and randomly swap in some slight variations. And it made a world of difference:
Of course, as befits my perfectionist streak, I would usually try to curate the randomness and add another half-dozen tile types. I drew a lot of tiny rocks back in the day… anyway, I hadn’t had much cause to use this in any other projects for quite some time, so it was a relief to remember about it for Punchvania. Super-simple, but it can pull a lot of weight for not a lot of effort. Those 2×2 tiles? They use basically the same base tile with a crosspiece layer on top. In fact, I just have one Pixen file for that tile (oh, also I recommend
Pixen for Mac users who want to do pixel art), with layers for the 2×2 version as well as the thicker black borders you can see on edge tiles. It’s a little dull to export out all the combinations individually, but hey it beats doing them all from scratch each time like a crazy person.
So I guess that’s about it. This weekend is the latest
St. Louis Game Jam, so I won’t have much time to work on Punchvania (or sleep). But on the bright side, I should have something cool to talk about on Monday!