Tile Sets
Requirements:
Each tileset must have:
An image batch consisting of
- A series of 50x50 icons that can be broken into 25x25 icons and
seemed together
- First an icon representing if each surrounding tile was the same
type as it
- Second an icon representing if North and South were different
tile types (blend to grass)
- Third an icon representing if East and West were different tile
types (blend to grass)
- Fourth an icon representing if N,S,E,W were different tile types
(blend to grass)
- Fifth an icon representing if all the corners were different tile
types (blend to grass)
- Sixth,Seventh & Eigth, icons representing if the surrounding
tiles were all of the same type but done require to seem when cut into
25x25 chunks)
- (implemented)
- Proposed Changes: Have one tile that does not require to be cut
up into 25x25 chunks to represent when completely surrounded by
different tiles. (unconfirmed)
An image batch of above for base tiles
and overlays (overlays representing roads, rivers, walls etc) (80%
confirmed)
For the base image tileset:
- A tile type representing undiscovered (unconfirmed)
- Each base tile set should be interchangable with another tile set
(unconfirmed)
For the overlay image tileset:
- Each overlay tile set should be interchangable with another tile
set (unconfirmed)
Implementations
in order of priority:
Name: Standard
Status: Needs roads.
Notes: The set for playing medievil levels.
Preview:
Name: Mystical
Status: Not started.
Notes: Akin to the second plane in Masters Of Magic. A place where you
would expect the Sleepers to come frome. Sparkly.
Name: Futuristic
Status: Not started.
Notes: A cross between Mad Max and Starcraft. A metalic wasteland. Will
get raised priority if futuristic army sets are completed.