Creating quick tilesets, part 2


So now, you might have noticed that on often used tiles(mainly backdrop, the horizontal floor/ceiling and the vertical walls) it is easier to feel the pattern repetition. First thing I do is to add an alternate tile for the walls and ceiling/floor pieces(4 tiles in all, one for each major tile, corners don’t occur that often so it’s not useful to add an alternative). Then I add a few variants to the backdrop(3 more tiles, for a total of 4). Finally, I duplicate the main backdrop tile(and add a darker pattern on top, to simulate shadow from the ceiling(1 main shadow tile, plus 2 for a smoother transition on extremities). You can see how much better the decor feels with these minor changes.

Next, I add a modular column tile for some verticality, that can also be used as smaller backdrop tiles. The only piece that is harder to use everywhere is the top support column tile, which is lighter in color to help give depth, making it it stand out too sharply if not used in contact with the ceiling.

I then add some pots(2 tiles variant) and a faded wall fresco(2 tiles variant) for more variety to the backdrop, also giving more of an ancient tomb feeling to the visuals. When creating the pots tiles, I reused the main background tile to go faster, only adding the pottery on top.

Finally, I add some alcoves with dried up mummies(2 tiles each) which can be mixed together to get more variety. Since the visuals are done in a loose impressionistic style and mostly rely on the player’s imagination to define the environment more clearly, it is easier to do this even though technically the two mummies aren’t even in the same position. In pixel art, variety is better on the eye than detail(you will notice the same mummy being used over and over even if it is very detailed and this might end up bothering you more than having a hard time discerning the artist’s intent).

And there we go, next part we add treasures and traps. And blood!