It’s been pointed out that we should probably be a little more verbose with our development updates, so in the spirit of regular content, here’s what I managed to get done today inbetween mindlessly refreshing our sales info, avoiding writing up my E3 trip and reading the forum:
The hideous monstrosity above is our in-house Tileset editor. It allows us to turn a single texture into the detailed map backgrounds to your dungeon runs and is probably needlessly complex. We’ve been wanting to add the ability for tilesets to contain custom graphics for specific in-game objects for a while now. The obvious win being that we could do cool stuff like have signposts with snow all over them in an ice tileset, or tailor the dungeon stairs in every dungeon so that they don’t stick out quite as much as they do now, etc.
So with only a few game-breaking changes, tilesets now support the ability to override almost any ingame object’s graphics, provided we’ve allowed for that in the script. I might want to extend that even further to allow for the equivalent of map-specific monsters, but that’s probably not going to be terribly efficient: It would just be a better idea to add those monsters to the standard monster spritesheets and be done with it.