I would have thought squeezing information into 16x16 pixels takes almost as much effort as creating it for 32x32 pixels. But yeah, not that I care too much. These 16x16 sets are growing on me. :)
Anyone here familiar with the Guild Wars spec system? I'm trying to explain it from memory but it goes something like this:
Every time you level up you get 20 attribute points. There are usually about eight different attributes to choose from (four for your primary profession and four for your secondary profession). To raise an attribute from level one to level two you need one point, from level seven to level eight requires seven points and so on. Maximum character level is 20, max attribute level is twelve. Respeccing can be done in every town or outpost.
Attributes in Guild Wars work a bit different to the typical RPG standard. Each skill in the game (you can only equip eight at a time) is based on an attribute. The main advantage of raising an attribute is that the associated skills become stronger. Some attributes also have inherent effects though (such as Swordsmanship which increases damage dealt with swords).
Alright, now finally getting to point: The system encourages what I would call semi-specialisation. Typical builds are usually of the kind 12-12, 12-10-8 or 11-10-10 (or something like that, haven't played in a while). So 12-10-8 means raising one attribute to level twelve (max), one to level ten and one to level eight.
It's a very specialised system but I really like the "semi-specialisation" concept and the freedom that comes from arbitrarily respeccing (though maybe this should only come with a price).
Aw. I wuv em. How is this a failed experiment?
I would have thought squeezing information into 16x16 pixels takes almost as much effort as creating it for 32x32 pixels. But yeah, not that I care too much. These 16x16 sets are growing on me. :)
Looks good. But the water might need some work.
Great stuff.
Some beautiful stuff. I can't tell what every object is though.
Anyone here familiar with the Guild Wars spec system? I'm trying to explain it from memory but it goes something like this:
Every time you level up you get 20 attribute points. There are usually about eight different attributes to choose from (four for your primary profession and four for your secondary profession). To raise an attribute from level one to level two you need one point, from level seven to level eight requires seven points and so on. Maximum character level is 20, max attribute level is twelve. Respeccing can be done in every town or outpost.
Attributes in Guild Wars work a bit different to the typical RPG standard. Each skill in the game (you can only equip eight at a time) is based on an attribute. The main advantage of raising an attribute is that the associated skills become stronger. Some attributes also have inherent effects though (such as Swordsmanship which increases damage dealt with swords).
Alright, now finally getting to point: The system encourages what I would call semi-specialisation. Typical builds are usually of the kind 12-12, 12-10-8 or 11-10-10 (or something like that, haven't played in a while). So 12-10-8 means raising one attribute to level twelve (max), one to level ten and one to level eight.
It's a very specialised system but I really like the "semi-specialisation" concept and the freedom that comes from arbitrarily respeccing (though maybe this should only come with a price).
They look great.
Cool. I like the atmospheric lighting.
Your concept art is amazing. Are you a professional artist?
Good stuff.
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