
So I spontaneously decided a few days ago that I'm going to make a vore platform/puzzle game at some stage, so I figured, if absolutely else nothing in the game, I could try making the entire tileset from scratch. I'm not entirely decided on colour schemes yet, so I've stuck with three shades of grey for mostly everything until I know what I'm doing. I'd greatly appreciate some tips, at least insofar as what kind of detail I can add without clustering the artstyle.
What the current tiles are for reference, from left to right:
- Standard platform block, and a softer background tile. Nothing groundbreaking there.
- A trigger for other mechanisms that activates when you press the corresponding movement key. No, this doesn't interrupt actual movement. It'll trigger objects with the same colour tint as the arrow, which would be another good reason for the basic colour scheme right now.
- Button. Stand on top, triggers stuff. Will also be colour coded.
- Pillar. One of only three triggerable mechanisms I've doodled so far. When triggered, it moves in one direction as long as there is space to. The details in the centre are locking mechanisms, which will stretch into the nooks on the border when stationary.
- Two items, which the player can pick up and throw, or swallow whole - an apple, and a Pokeball. The apple serves as a food source for certain preds and prevents them from eating you for a time, or can be eaten by the player to regain health. The Pokeball can capture predators inside, enabling you to relocate them to a more strategic position, but you can end up trapping yourself inside it if you're not careful! You can also swallow the ball with the predator inside, though why would you want that?
- A trigger that functions much the same as the previous one, except jumping or bumping into it rotates the arrow to a new direction.
- Spikes. Pointy.
- Treadmill. Moves the player, items and predators in one direction if you stand on it... but only if it's turned on.
- A vending machine, which dispenses an object when triggered. I'll be honest, I'm really unhappy with how this one turned out.
What the current tiles are for reference, from left to right:
- Standard platform block, and a softer background tile. Nothing groundbreaking there.
- A trigger for other mechanisms that activates when you press the corresponding movement key. No, this doesn't interrupt actual movement. It'll trigger objects with the same colour tint as the arrow, which would be another good reason for the basic colour scheme right now.
- Button. Stand on top, triggers stuff. Will also be colour coded.
- Pillar. One of only three triggerable mechanisms I've doodled so far. When triggered, it moves in one direction as long as there is space to. The details in the centre are locking mechanisms, which will stretch into the nooks on the border when stationary.
- Two items, which the player can pick up and throw, or swallow whole - an apple, and a Pokeball. The apple serves as a food source for certain preds and prevents them from eating you for a time, or can be eaten by the player to regain health. The Pokeball can capture predators inside, enabling you to relocate them to a more strategic position, but you can end up trapping yourself inside it if you're not careful! You can also swallow the ball with the predator inside, though why would you want that?
- A trigger that functions much the same as the previous one, except jumping or bumping into it rotates the arrow to a new direction.
- Spikes. Pointy.
- Treadmill. Moves the player, items and predators in one direction if you stand on it... but only if it's turned on.
- A vending machine, which dispenses an object when triggered. I'll be honest, I'm really unhappy with how this one turned out.
Category Artwork (Digital) / Miscellaneous
Species Unspecified / Any
Size 720 x 683px
File Size 14.4 kB
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