Special screenshot: sample map of house tileset

Greetings, fellows! Today we have a special screenshot which shows a sample map made with our new inner house tileset. Similar house maps will appear in our project Children of Solarus. This new tileset, still under development, includes many color variants for walls, tables, chairs, skulls, and other random and useless stuff!!! Stay tuned for incoming news.

Posted in News.

6 Comments

  1. Diarandor’s pixel skills are superb. Always looking excellent, but keep getting even better than before. Children of Solarus is gonna be brilliant.

  2. Thanks a lot zefk! 🙂 The game is expected to be finished/released around 2023, so there is still a long way to go… XD

  3. Why don’t you guys make a small crowd funding run to get some help with the graphics? The amount of tile sets to replace is not necessarily enourmous, and I am sure you guys could hire some help for a few thousand dollars and be done in a matter of months.

  4. Hi J.! A small crowd funding (for us) seems a good idea to me, as a motivation to work faster and a reward for the current work.

    On the other hand, I’ll give you my personal opinion as the main artist of the project CoS:
    1) Hiring a pro is too expensive for me (my salary is too low, so I cannot afford that). Cheap artists are bad, and I want quality, which is also important for us to give a nice impression when we sell the game someday in a few years if all goes so well as expected.
    2) His/her graphics might clash with mine in sizes, style, etc, which would be terrible. I want consistency and make things perfect.
    3) And since that artist probably would not know the engine, the tilesets/sprites would not be so focused on the tools of our editor (my tilesets are made with all of this in mind and are very flexible, and my enemy sprites are made taking into account the programming part).
    4) The hardest and most annoying parts are already done (mountain tiles, hero sprites, etc), and the remaining part is the fun part which I want to do the most (although drawing and coding enemies is very hard and a humongous work, I really like to do it as my main hobby).
    5) Christopho is working on so many projects at the same time (including the new version of the engine) that his mapping work on CoS is slow (finishing CoS is gonna take a few years no matter what), so we are not in a rush to have all graphics done so fast.
    6) I would really like to say someday that I made all the graphics of this game, as a matter of self-fulfilment and a personal challenge. I have learned a lot of things of pixel-art (and of the engine) and I want to keep improving on it. I’m also becoming a bit faster with the creation of new pixel-art.
    7) I want someday make my “own” game with Solarus (a more ambitious one) with my own graphics, by using/recycling all my current art and adding much more. Creating the art for this game (CoS) is part of that work. I hope to have much help from the team the day I start that project, but that will be after we finish CoS.

  5. Hey again.

    One question, I was under the impression that CoS was going to be the same as ZSDX but with FLOSS assets. What will be the mapping differences to be exact?

  6. There will be no or few mapping differences. The important differences will be for enemies and bosses, wich will have a completely different behavior and will be more challenging sometimes (this will affect gameplay in combats). Some weapons like the shield and feather may have active/improved versions. Other surprises and easter eggs will appear in the plot, trading item sequences or item locations, powerups, new secret areas, etc.

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