Thanks bluecarrot16 for the suggestions, I will rework my hats with your edits! :)
I was inspired yesterday and made more prototypes and experiments.
I tried to made headbands for magicians with talismans and gems. They are meant to be under the hair so that it should work with most of the hair assets.
I also tried to make antlers to make druid characters. The first one is derived from the deer in [LPC] bears, deer, lions and more by tapatilorenzo. The second one is original and I made an alternative with small leaves.
I think the classic version of LPC characters and Eliza's have different vibes and one may be more suitable than the other depending on the game. Thus, I'm a bit uncomfortable with the terms "LPC Certified" or even "LPC Revised" for naming a fork which implicitly mean that the classic version is inferior. I would prefer a more neutral name like "Eliza's LPC".
Personally, I plan to continue using classic LPC assets in my game as I find them more suitable and there are more assets available. And if I need to commission new assets it would be for this base. I think you are underestimating the artist time that would be required to reach the number of assets currently available for the classic base for Eliza's. There are a very small number of skilled pixel artists active in the LPC community and I think this time would be better spent working on new assets than adapting assets for a new base.
So as far as I'm concerned, it's +1 for an updated style guide that takes into account all the evolutions and new practices in the community but -1 for using Eliza's base as a reference.
Finally, I briefly looked at your draft and I have a maybe controversial suggestion: artists should submit spritesheets with only 3 directions (north, west and south) and the sprites for the east direction should either be automatically generated by a script from the sprites of the west direction or generated directly in games. There is a large number of little inconsistencies between west and east directions in the assets and it would be good to have a workflow that prevent them in the future.
Hi, the version alpha 5 of Vagabond is released on Steam and itch.io!
New major features: Desert and Jungle Ruins, Multiplayer with Steam, Reworked Combat, French Translation, Improved Lighting, Better Outside Worlds! You can read the release notes for more details.
Hi, the version alpha 4 of Vagabond is released on Steam and itch.io!
The two main features of this release are quests and new points of interests. You can read the release notes for more details.
Vagabond is part of the Steam Next Fest which starts today (1st of October) and ends the 7th. I will be streaming on Steam tomorrow at 10am PDT. Check the Steam event for the exact time in your timezone. ;)
Hi, the version alpha 3 of Vagabond is now available on itch.io! :)
This new version mainly adds two new craft shops (tailor shop and carpenter workshop), the ability to buy a house and to furnish them, and crops. You can have a look at this post for a tour of the new features.
Hi Reemax! Thanks a lot for drawing these items. :) If you can put the hammers under OGA-BY license too, I would be very grateful, it would allow me change the license of my whole submission.
I will use parameters like in cell_1.png in some biomes and parameters like in cell_2.png in others. :)
I can use parameters in between the ones used in cell_2.png and the ones used in cell_3.png. I think it improves a bit the aligned trees issue while keeping a high density.
@bluecarrot16 To generate the full spritesheets, I can use your lpctools and follow the example given for the hair?
Thanks bluecarrot16 for the suggestions, I will rework my hats with your edits! :)
I was inspired yesterday and made more prototypes and experiments.
I tried to made headbands for magicians with talismans and gems. They are meant to be under the hair so that it should work with most of the hair assets.
I also tried to make antlers to make druid characters. The first one is derived from the deer in [LPC] bears, deer, lions and more by tapatilorenzo. The second one is original and I made an alternative with small leaves.
What do you think of these?
3 is also my new favorite.
Thank you for the feedback! :)
OK! There is also shading 3 that looks like the left of the knot of 1 but symmetric.
I think the classic version of LPC characters and Eliza's have different vibes and one may be more suitable than the other depending on the game. Thus, I'm a bit uncomfortable with the terms "LPC Certified" or even "LPC Revised" for naming a fork which implicitly mean that the classic version is inferior. I would prefer a more neutral name like "Eliza's LPC".
Personally, I plan to continue using classic LPC assets in my game as I find them more suitable and there are more assets available. And if I need to commission new assets it would be for this base. I think you are underestimating the artist time that would be required to reach the number of assets currently available for the classic base for Eliza's. There are a very small number of skilled pixel artists active in the LPC community and I think this time would be better spent working on new assets than adapting assets for a new base.
So as far as I'm concerned, it's +1 for an updated style guide that takes into account all the evolutions and new practices in the community but -1 for using Eliza's base as a reference.
Finally, I briefly looked at your draft and I have a maybe controversial suggestion: artists should submit spritesheets with only 3 directions (north, west and south) and the sprites for the east direction should either be automatically generated by a script from the sprites of the west direction or generated directly in games. There is a large number of little inconsistencies between west and east directions in the assets and it would be good to have a workflow that prevent them in the future.
Hi, the version alpha 5 of Vagabond is released on Steam and itch.io!
New major features: Desert and Jungle Ruins, Multiplayer with Steam, Reworked Combat, French Translation, Improved Lighting, Better Outside Worlds! You can read the release notes for more details.
As usual, I am interested in any feedback!
Have a nice day!
Hi, the version alpha 4 of Vagabond is released on Steam and itch.io!
The two main features of this release are quests and new points of interests. You can read the release notes for more details.
Vagabond is part of the Steam Next Fest which starts today (1st of October) and ends the 7th. I will be streaming on Steam tomorrow at 10am PDT. Check the Steam event for the exact time in your timezone. ;)
As usual, I am interested in any feedback!
Have a nice day!
Hi, the version alpha 3 of Vagabond is now available on itch.io! :)
This new version mainly adds two new craft shops (tailor shop and carpenter workshop), the ability to buy a house and to furnish them, and crops. You can have a look at this post for a tour of the new features.
Here is the new trailer: https://www.youtube.com/watch?v=FxMsO9BM69I
If you find the time to try the game, I am interested in your opinion and any feedback.
Have a nice day!
Hi Reemax! Thanks a lot for drawing these items. :) If you can put the hammers under OGA-BY license too, I would be very grateful, it would allow me change the license of my whole submission.
Thanks for the input!
I will use parameters like in cell_1.png in some biomes and parameters like in cell_2.png in others. :)
I can use parameters in between the ones used in cell_2.png and the ones used in cell_3.png. I think it improves a bit the aligned trees issue while keeping a high density.
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