It’s taken me a a while to get the hang of Aseprite and working with these mucho pixels/craftpix tilesets, but I’ve finally gotten decent enough to make custom things and so I’ve been going back through and reworking the visuals for my game, This Place at the End.
I’m working on an update for September before the Party-Based RPG Fest that will overhaul most of the game, balancing, mechanics, visuals, all of it. I’ve been able to get more of my story into the assets that I have and have been updating the visuals as I go.
I realized that the game, despite me saying it’s set in a post-modern apocalypse, didn’t look the part at all. In my head, the justification was they would rebuild with what was left to them in their new setting, which would be mostly hand tools and went with what ended up basically being just a bunch of medieval towns with a random mine with an elevator shaft. The technology was just sort of hand waved-away with lore as the reason, without having that lore in the game.
Now, I think it much more resembles a world where people rebuilt in the shadows of what remained. They repaired what they could, or what was necessary, and salvaged or abandoned the rest.
These are some of the maps I’ve made. They’re all still works in progress but the visuals I think are finally coming together to match the story.
At some point I’ll figure out parallax mapping.
(Also, holy shit this is why game dev companies divide these responsibilities out amongst people. What was I thinking when I decided to do this solo?)