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One of the major selling points of making a traditional (ascii) roguelike is that development is all mechanics and programming. I understand that this isn't th
by Impossible 8y ago
One of the major selling points of making a traditional (ascii) roguelike is that development is all mechanics and programming. I understand that this isn't the current mainstream view of the genre, but its a great approach to making a game by yourself if you don't have much experience with art. Mechanics are also much harder than they appear on the surface, and art, once you're well practiced, is usually pretty straight forward in comparison to programming or game design.
I also understand that on HN games are mostly viewed as commercial opportunities, but if you're asking about basic pixel and game art concepts your art will probably not sell your game. Most roguelikes are hobbyist projects, or at least started as hobbyist projects, and the point of this talk is to foster hobbyist development. If art is a bottleneck, make a good game without art and then partner with an artist.
That said, Chris Hildenbrand's tutorials (http://www.2dgameartguru.com/ http://www.2dgameartguru.com/) have been popular among the HN crowd. There are some good free roguelike tilesets on opengameart.org (Dawnlike is great https://opengameart.org/content/dawnlike-16x16-universal-rogue-like-tileset-v181 https://opengameart.org/content/dawnlike-16x16-universal-rog...) and oryxdesignlab.com has some good cheap tilesets. This reddit thread (https://www.reddit.com/r/roguelikedev/comments/436sop/roguelike_tilesets/ https://www.reddit.com/r/roguelikedev/comments/436sop/roguel...) is more comprehensive and includes both of those resources.
- wild_preference 8y agoThis is also why telnet MUDs are a great place to dabble in networked games. The lack of art + an easy networking model (no hard stuff like client-side prediction and interpolated animation) and you can spend almost all your time on the fun technical stuff.
- screature2 8y agoThis totally brought back memories of drl (the DoomRL) evolution. 1. First built with an ascii tileset focusing on very tight mechanics and borrowing everything else from Doom (including sound set, music, setting, and theme). https://github.com/ChaosForge/doomrl https://github.com/ChaosForge/doomrl + https://en.wikipedia.org/wiki/DRL_(video_game) https://en.wikipedia.org/wiki/DRL_(video_game) 2. Then Derek Yu (of Spelunky fame) comes in with a gorgeous tileset that replaces ascii as the default as of drl 0.9.9.6 https://twitter.com/mossmouth/status/806211094960189440?lang=en https://twitter.com/mossmouth/status/806211094960189440?lang...
- derstander 8y agoDerek Yu also has a pixel art tutorial: http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial http://makegames.tumblr.com/post/42648699708/pixel-art-tutor...
- myth_drannon 8y agoDRL is written in Pascal!