
I am slowly working with an overseas artist to generate the minimal graphics necessary to abort reliance on Fallout: Tactics sprites and have people realize that it doesn't use fucking Tactics engine. There's a frozen version on my hard drive with semi-non-linear chunk of gameplay on the opening map and several quests, during which you use dialogue, inventory, non-lethal and lethal combat, stats are checked, chests are lockpicked, things are examined, etc. SHELTER is my delayed NMA/Codex vaporware masterpiece, except its engine is almost completely functional in an alpha state. I'll post an update after I do stuff if I don't abort the project before that happens. Moving into and out of the awesome world map I drew The sprite is controllable with the mouse and with WSAD, but the keyboard controls are only temporary. The red triangle thing is just there because I was practicing making isometric lines. Purple square is a test rectangle to track the mouse's movements to make sure the mouse and the camera were playing nice. I'd like the game to look as good as an average SNES game.

Graphics are a low priority, but I would like to keep everything animated (even if just crudely). They'll just be a little nicer (I hope), and maybe a bit more realistically proportioned. The actual sprites, when I get around to making them, probably won't be much more detailed than the placeholder.
#Dwarf fortress tilesets 3d how to#
The sprite actually has some very crude animations from a project I made to figure out how to do it, but they're not implemented in this.


The game camera works and is currently bound to the arrow keys, but eventually will also work by moving the mouse to the edge of the side of the screen you want to scroll.Īll the 'art' was done by me, but it's all just placeholders. After some consideration, I just switched from a tilted top-down viewpoint to an isometric viewpoint. Pressing Enter takes you to the main gameplay screen.
