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Dungeon Environment Assets - Wings

Dungeon Environment Assets - Wings

Contents:

 

This list contains all the dungeon environment assets that will be needed for the Bindmancer.

Key Concepts for Creating Environment Art Assets

Concept Stage:

Ideas for assets should be:

  • Colorful and detailed.

  • Kinky in a fun way.

  • If not kinky, then styled as colorful fantasy.

 

Production Stage:

  • Art assets should be styled in a “Detail Cartoony” art style.

  • Lighting, Shadows and Shading can be incorporated into the art to a light/moderate degree.

    • In the game 2D light will be overlaid on the artwork as well.

    • Avoid intense lighting and shadows.

  • Line art should be thin and colored to compliment the colors next to the lines . Lineart should be used to emphasize edges.

Production Examples:

Example 1

What is it?

Example 2

What is it?

Example 1

What is it?

Example 2

What is it?

 

 

Caroo Wall_01 Asset-20220829-065640.png

 

A Wall piece.

256x768 Pixels

1x3 Dungeon Tiles

Repeatable as it’s a “Tilemap” asset. Meaning if you placed the same or similar tile side by side they connect seamlessly together.

Caroo TextTablet Asset-20220829-065639.png

An interactive lore Shrine that sits on the floor of the dungeon.

256x512 Pixels

1x2 Dungeon Tiles in Size

Example 3

What is it?

Example 4

What is it?

 

 

A Decorative Furniture Piece

256x768 Pixels

1x3 Dungeon Tiles

A kinky and fun design that can be used all around the first wing of the dungeon.

 

 

A decorative Pot

256x256 Pixels

1x1 Dungeon Tile

Used to decorate the dungeon.

 

Exporting Asset Requirements:

  • All assets are to be exported at a scale of 256 pixels per dungeon tile.

  • If the asset is a single flat asset: Export as a transparent PNG or BMP

  • If the asset is contains multiple layers or objects then it’s exported as a photoshop Big file. (.PSB)

    • ALL LAYERS in a PSB must be set to “Normal” (No other types of layers allowed.)

  • If the asset is a TILEMAP asset (Like walls and floors) then the asset must be repeatable.

    • Also ensure that connecting edges of tilemaps have no transparent pixels. As they will show up in-game.

 

Enviornments (Wings) Overview

In total there are 5 wings and 2 environments.

Environment

Placement in Game

Environment Description

Key Details

Production Progress

Environment

Placement in Game

Environment Description

Key Details

Production Progress

Wing 1 - The cultists domain

Dungeon Floors 1-6

The Cultists Domain

  • A focus on Stonework.

  • Items in the environment that assist cultists.

  • Grates, gears, and chains.

  • Red Floor

  • Orange and Tan Stone Walls

  • Stonework

Completed

Wing 2 - The Den of Treasures

Dungeon Floors 7-12

The Den of Treasures

  • A focus on Gold and Ornate Metals, complimented by stonework

  • Lots of Art displays - Captives in Bondage positions

  • Kinky Art on Walls and Statures on display on the floor and on tables.

  • Vaults, Locks and Padlocks

  • Gold, Silver, and Bronze

  • Kinky art on display

  • Treasure is everywhere

 

Wing 3 - The library of forbidden knowledge

Dungeon Floors 13-18

The Library of Forbidden Knowledge

  • Books, Scrolls, Forbidden Knowledge

  • Bookcases and Scroll Displays

  • Warmth coming from magical fireplaces for warmth

  • Research displays (Prisoners getting tested on in kinky, pleasurable ways.)

  • Blues, cool colors and Yellow/gold glows and light sources

  • Lots of warmth from fireplaces

  • Magical glowing runes and writing

 

Wing 4 - The Processing Machines

Dungeon Floors 19-24

The Processing Machines

  • Lots of Gears, Steam, Machines.

  • Lots of fucking machines / Tickle Torture Machines.

  • Lots of mechanical movement and puzzles.

  • Electric light sources.

  • Hot colors, yellows, reds, orangnes.

  • Industrial and Factory-like

  • Steampunk fantasy

 

Wing 5 - The Demoness Palace

Dungeon Floors 25-30

The Demoness Palace

  • Magic is in the air.

  • Angular and strange shapes and patterns

  • Abstract Puzzles and enemies

  • Prisoners bound to the walls in intricate ways as permanent displays.

  • Purples, Reds, Dark Red/Brown, and Gold Accents

  • Magic is everywhere

  • Shifting Walls and items

 

Camp

Player Camp

Details for assets are here.

 

 

Final Boss Room

Dungeon Floor 31

Final Boss Room

  • The top of the tower

  • An extension of the environment of the demoness palace wing.

  • Throne room

  • Lots of prisoners on the walls in eternal pleasure

  • Grand and large open space.

  • Purples, Reds, Dark Red/Brown, and Gold Accents

  • Magic is everywhere

  • Shifting Walls and items

 

 

State of Completion Meanings:

  • NEEDS CONCEPTING = The artist (Or Caroo) needs to present ideas for what the asset looks like.

  • NEEDS REDESIGN = What was created didn’t hit the mark when used in-game.

  • NEEDS POLISH = The art as it currently stands is acceptable to use in-game. It can be improved on with tweaks and changes.

  • Completed = The art asset is completed and looks great in-game. No more changes required.

 

Wing 1 - Floors 1 to 6 - The Cultists Domain

Floor Assets

Asset Name

Image

Description

No of dungeon tiles

Pixel Export Dimensions

State of Completion

Notes:

Paid Stats

Asset Name

Image

Description

No of dungeon tiles

Pixel Export Dimensions

State of Completion

Notes:

Paid Stats

Floor_Tile_01

 

A standard floor tile with nothing on it.

1x1

256 x 256

NEEDS POLISH

 

 

Floor_Tile_02

 

A standard floor tile with nothing on it.

1x1

256 x 256

NEEDS POLISH

 

 

Floor_Decal_01

 

Decoration for the floor.

3x3

768 x 768

Completed

 

 

Floor_Decal_02

 

Decoration for the floor

3x3

768 x 768

Completed

 

 

Floor_Tile_Bricks_01

 

A subtle floor-based stonework texture that is placed over blank floor tiles to give the impression of a more organic-looking environment.

1x1

256x256

NEEDS REDESIGN

 

 

Floor_Tile_Bricks_02

 

A subtle floor-based stonework texture that is placed over blank floor tiles to give the impression of a more organic-looking environment.

1x1

256x256

NEEDS REDESIGN

 

 

Floor_Tile_Bricks_03

 

A subtle floor-based stonework texture that is placed over blank floor tiles to give the impression of a more organic-looking environment.

1x1

256x256

NEEDS REDESIGN

 

 

Floor_Tile_Bricks_04

 

A subtle floor-based stonework texture that is placed over blank floor tiles to give the impression of a more organic-looking environment.

1x1

256x256

NEEDS REDESIGN

 

 

Floor_Tile_Bricks_05

 

A subtle floor-based stonework texture that is placed over blank floor tiles to give the impression of a more organic-looking environment.

1x1

256x256

NEEDS REDESIGN

 

 

 

 

Wall Assets

Asset Name

Image

Description

No of dungeon tiles

Pixel Export Dimensions

State of Completion

Notes:

Paid Status

Asset Name

Image

Description

No of dungeon tiles

Pixel Export Dimensions

State of Completion

Notes:

Paid Status

Wall_L01

 

 

Corner Wall Asset

1x3

256 x 768

Completed

 

 

Wall_L02

 

 

Corner Wall Asset

1x3

256 x 768

Completed

 

 

Wall_L03

 

 

Corner Wall Asset

1x3

 

Completed

 

 

Wall_L04

 

 

Corner Wall Asset

1x3

 

Completed

 

 

Wall_L03

 

 

Flat Wall Asset

1x3

256 x 768

Completed

 

 

Wall_L04

 

 

Flat Wall Asset Alt

1x3

256 x 768

Completed

 

 

Wall_L05

 

 

Flat Wall Asset Alt

1x3

256 x 768

Completed

 

 

 

 

 

Flat Wall Asset Alt

1x3

256 x 768

Completed

 

 

 

 

 

Flat Wall Asset Alt

1x3

256 x 768

Completed

 

 

Wall_L06

 

 

Flat Wall Asset

1x1

256 x 256

Completed

 

 

Wall_L07

 

 

Flat Wall Asset

1x1

256 x 256

Completed

 

 

 

 

 

Flat Wall Asset

1x1

256 x 256

Completed

 

 

Wall_L08

 

 

Corner Wall Asset

1x1

256 x 256

Completed

 

 

Wall_L09

 

 

Corner Wall Asset

1x1

256 x 256

Completed

 

 

Wall_S01

 

 

Flat Wall Asset

1x1

256 x 256

Completed

 

 

Wall_S02

 

 

Flat Wall Asset

1x1

256 x 256

Completed

 

 

Wall_S03

 

 

Flat Wall Asset

1x1

256 x 256

Completed

 

 

Wall_S02

 

 

Corner Wall Asset

1x1

256 x 256

Completed

 

 

 

 

 

Corner Wall Asset

1x1

256 x 256

Completed

 

 

Wall_S03

 

 

Corner Wall Asset

1x1

256 x 256

Completed

 

 

Wall_S04

 

 

Corner Wall Asset

1x1

256 x 256

Completed

 

 

Wall_S05

 

 

Corner Wall Asset

1x1

256 x 256

Completed

 

 

Wall_S06

 

 

Corner Wall Asset

1x1

256 x 256

Completed

 

 

Wall_S07

 

 

Corner Wall Asset

1x1

256 x 256

Completed

 

 

Wall_S08

 

Corner Wall Asset

1x1

256 x 256

Completed

 

 

Wall_S09

 

 

Wall Decoration Asset

1x1

256 x 256

Completed

 

 

Wall_S10

 

 

Wall Decoration Asset

1x1

256 x 256

Completed

 

 

Wall_Out01

 

What’s outside of the dungeon

1x1

256 x 256

Completed

 

 

Wall_Decal_01

 

 

.

1x2

256 x 512

Completed

 

 

Wall_Decal_02

 

 

 

1x1

256 x 256

Completed

 

 

Wall_Decal_03

 

 

 

1x1

256 x 256

Completed

 

 

Wall_Decal_Gears_01

 

An animated PSB that has gears turning inside a visible cavity in the wall.

1x2

256 x 512

Completed

 

Paid

Wall_Decal_Gears_02

 

An ALT animated PSB that has gears turning inside a visible cavity in the wall.

1x2

256 x 512

Completed

 

Paid

 

 

 

A broken magic torch that hangs from the side walls.

1x1

256x256

Completed

 

 

Wall_Decal_Torch_01

 

A magic torch that hangs from the wall.

1x1

256x256

Completed

 

 

 

 

 

A magic torch that hangs from the wall.

1x1

256x256

Completed

 

 

Wall_Decal_Torch_02

 

A broken magic torch that hangs from the side walls.

1x1

256x256

Completed

 

 

 

Furniture Assets Placed on Floor Tiles

Asset Name

Image

Description

No of dungeon tiles

Pixel Export Dimensions

State of Completion

Notes:

Paid Status

Asset Name

Image

Description

No of dungeon tiles

Pixel Export Dimensions

State of Completion

Notes:

Paid Status

Floor Plate

 

 

A grill that connects the wall to the floor.

1x1

256 x 256

Completed

 

 

Furniture_Grill_01

 

A grill that connects the wall to the floor.

1x1

256 x 256

Completed

 

 

Furniture_Grill_02

An alternative grill that connects the wall to the floor

1x1

256 x 256

Completed

 

 

Pillar

 

 

 

1x1

256 x 256

Completed

 

 

Furniture_Pillar_01

 

 

A pillar that can be placed in the dungeon.

1x3

256 x 768

Completed

 

Ready to pay

Furniture_Pillar_02

 

 

An alternative pillar that can be placed in the dungeon. Has loose chains hanging on it.

1x3

256 x 768

Completed

 

Ready to pay

Furniture_Table_01

 

 

A table

1x2

256x512

Completed

 

 

Furniture_Table_02

 

 

A alchemist table with potions and books.

2x1

512x256

Completed

 

 

Furniture_Table_03

 

 

A alchemist table with potions and books. Alt arrangement of objects on the table.

1x2

256x512

Completed

 

 

Furniture_Table_04

 

 

A table with kinky tools sitting on it.

2x1

512x256

Completed

 

 

Furniture_Table_05

 

 

A table

2x1

512x256

Completed

 

 

Furniture_Standing_Torch_01

 

A magic torch that stands on a pole

1x2

256x512

Completed

Lineart needs to be softer, not pixelated, and blended more with the coloring of the object.

Ready to pay

Furniture_Standing_Torch_02

 

A broken magic torch that stands on a pole

1x2

256x512

Completed

Lineart needs to be softer, not pixelated, and blended more with the coloring of the object.

Ready to pay

Furniture_Gears_01

 

 

Animated Gears and chains that turn into the floor.

2x1

512x256

Completed

 

Ready to pay

Furniture_Gears_02

 

 

Animated Gears and chains that turn into the floor.

2x1

512x256

Completed

 

Ready to pay

 

 

 

 

1x1

256 x 256

Completed

 

 

 

 

 

 

 

1x2

256x512

Completed

 

 

 

 

 

 

1x1

256 x 256

Completed

 

 

 

 

 

1x1

256 x 256

Completed

 

 

Wing 2 - Floors 7 to 12 - The Den of Treasures

Note; “Treasures” in context means prisoners and their cursed equipment on display. Not valuables like gold and gems.

 

Here’s a rough example of What the Den of Treasures could look like.

 

Proposed Asset List:

Asset Type

List Out

Total Assets

Asset Type

List Out

Total Assets

Floor Tilemaps

  • 2x Solid Color Floor pieces. (256x256)

  • 6x Floor brickwork/cracks to overlay over solid color floor pieces.

2
6

Wall Tilemaps

  • A complete series of 256 x 768 wall pieces. (4-6 Straight pieces & 4-6 corner pieces.)

  • A complete series of 256 x256 wall pieces (straights and corners. (8 corner pieces, 8 straight pieces)

12

16

Floor Furniture ( Items that sit on the floor. )

  • 3 - 4 Kinky posed life sized gold and silver Statues of prisoners in lewd situations.

  • 2 - 3 different table designs to place items on.

  • 2-3 tall lamps for a light source to emanate from

  • 4-6 different pieces of cursed hero equipment that can be placed on tables and floors

  • 2-3 full armor sets of prior captured heroes on display. (Placed against a wall but still

4

3

3

6

3

Wall Items ( Items attached to walls. )

  • A vault door, an opened version and closed version.

  • A display cabinent with 3-4 different pieces of equipment on display

  • Artwork to display on walls. abstract and Kinky situations

  • 2 Wall lanterns for a light source to emanate from.

  • 2-3 Statues of prisoners “Molded” into the wall in lewd positions.

2

4

4

2

3

 

Detailed Asset List - The Den of Treasures

Key Concepts to keep in mind:

  • The “Camera” position of the game is:

    • Orthographic - The angles are perpendicular.

    • Tilted at 33.5 Degrees upwards from a side-on view

 

Asset Name

Image

Description

No of dungeon tiles

Pixel Export Dimensions

State of Completion

Notes:

Paid Status

Asset Name

Image

Description

No of dungeon tiles

Pixel Export Dimensions

State of Completion

Notes:

Paid Status

TILESET - FLOOR

KEY DETAILS:

These are assets that are added to the Tileset system in Unity and will be used for the floor layer.

Desired Level of detail and complexity = Low. As it’s the surface everything else is sitting on.

Floor_Tile_01

 

A standard floor tile with nothing on it.

1x1

256 x 256

NEEDS CONCEPTING

 

 

Floor_Tile_02

 

A standard floor tile with nothing on it.

A subtle darker or lighter color then 01. For use in making the floor like a chessboard.

1x1

256 x 256

NEEDS CONCEPTING

 

 

 

 

 

 

 

 

 

 

TILESET - WALLS

KEY DETAILS:

These are assets that are added to the Tileset system in Unity and will be used for the walls layer.

Detail level of complexity = Moderate. Not as complex as objects in the environment. But textured enough to be easy to notice as walls.

Wall_Tile_01

The wall tile that connects a horizontal wall to a vertical wall.

2x3

512x768

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_02

The wall tile that connects a horizontal wall to a vertical wall.

Alt Design

2x3

512x768

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_03

The wall tile that connects a horizontal wall to a vertical wall.

Alt Design

2x3

512x768

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_04

The wall tile that connects a horizontal wall to a vertical wall.

Alt Design

2x3

512x768

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_05

 

 

Horizontal facing Wall Asset

2 tiles high with 1 extra tile for ceiling.

1x3

256 x 768

NEEDS CONCEPTING

 

 

Wall_Tile_06

 

 

Horizontal facing Wall Asset

2 tiles high with 1 extra tile for ceiling.

Alt Design

1x3

256 x 768

NEEDS CONCEPTING

 

 

Wall_Tile_07

 

 

Horizontal facing Wall Asset

2 tiles high with 1 extra tile for ceiling.

Alt Design

1x3

256 x 768

NEEDS CONCEPTING

 

 

Wall_Tile_08

 

 

Horizontal facing Wall Asset

2 tiles high with 1 extra tile for ceiling.

Alt Design

1x3

256 x 768

NEEDS CONCEPTING

 

 

Wall_Tile_09

Flat Vertical facing Wall Asset

 

Only 1x1 tile as it represents the ceiling. As the wall itself under it cannot be seen.

1x1

256x256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_10

Flat Vertical facing Wall Asset

 

Only 1x1 tile as it represents the ceiling. As the wall itself under it cannot be seen.

Alt Design

1x1

256x256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_11

Flat Vertical facing Wall Asset

 

Only 1x1 tile as it represents the ceiling. As the wall itself under it cannot be seen.

Alt Design

1x1

256x256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_12

Flat Vertical facing Wall Asset

 

Only 1x1 tile as it represents the ceiling. As the wall itself under it cannot be seen.

Alt Design

1x1

256x256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_13

Flat Horizontal Wall Asset

Only 1x1 tile as it represents the ceiling. As the wall itself under it cannot be seen.

1x1

256x256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_14

Flat Horizontal Wall Asset

Only 1x1 tile as it represents the ceiling. As the wall itself under it cannot be seen.

Alt Design

1x1

256x256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_15

Flat Horizontal Wall Asset

Only 1x1 tile as it represents the ceiling. As the wall itself under it cannot be seen.

Alt Design

1x1

256x256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_16

Flat Horizontal Wall Asset

Only 1x1 tile as it represents the ceiling. As the wall itself under it cannot be seen.

Alt Design

1x1

256x256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_17

 

 

Corner Wall Asset

1x1

256 x 256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_18

 

 

Corner Wall Asset

Alt Design

1x1

256 x 256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_19

 

Corner Wall Asset

1x1

256 x 256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_20

 

Corner Wall Asset

Alt Design

1x1

256 x 256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_21

Corner Wall Asset

1x1

256 x 256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_22

Corner Wall Asset

Alt Design

1x1

256 x 256

NEEDS CONCEPTING

Asset can be flipped in unity. A mirrored version isn’t required.

 

Wall_Tile_23

 

The texture that’s the ceiling away from the dungeon rooms

1x1

256 x 256

NEEDS CONCEPTING

 

 

TILESET - DETAILS

KEY DETAILS:

These are assets that are added to the Tileset system in Unity and will be used for the Details layer that applies on top of floor and wall layers to add additional details and verity.

Detail level of complexity = Light to Moderate. Not as complex as objects in the environment. But textured enough to be easy to notice as walls.

Floor_Tile_Detail_01

 

A translucent texturing like brickwork or a crack. To be overlaid on a clear color floor tile.

1x1

256 x 256

NEEDS CONCEPTING

 

 

Floor_Tile_Detail_02

 

A translucent texturing like brickwork or a crack. To be overlaid on a clear color floor tile.

1x1

256 x 256

NEEDS CONCEPTING

 

 

Floor_Tile_Detail_03

 

A translucent texturing like brickwork or a crack. To be overlaid on a clear color floor tile.

1x1

256 x 256

NEEDS CONCEPTING

 

 

Floor_Tile_Detail_04

 

A translucent texturing like brickwork or a crack. To be overlaid on a clear color floor tile.

1x1

256 x 256

NEEDS CONCEPTING

 

 

Floor_Tile_Detail_05

 

A translucent texturing like brickwork or a crack. To be overlaid on a clear color floor tile.

1x1

256 x 256

NEEDS CONCEPTING

 

 

Floor_Tile_Detail_06

 

A translucent texturing like brickwork or a crack. To be overlaid on a clear color floor tile.

1x1

256 x 256

NEEDS CONCEPTING

 

 

Wall_Tile_Detail_01

 

 

Something that can be placed onto the wall thats non-interactable. Like brickwork, a crack in the wall, static objects like chains, etc.

1x2

256 x 512

NEEDS CONCEPTING

 

 

Wall_Tile_Detail_02

 

 

Something that can be placed onto the wall thats non-interactable. Like brickwork, a crack in the wall, static objects like chains, etc.

1x1

256 x 256

NEEDS CONCEPTING

 

 

Wall_Tile_Detail_03

 

 

Something that can be placed onto the wall thats non-interactable. Like brickwork, a crack in the wall, static objects like chains, etc.

1x1

256 x 256

NEEDS CONCEPTING

 

 

SINGLE OBJECTS FOR WALLS

KEY DETAILS:

These are singular game objects that are applied outside of the Tileset system. This is usually because they may have some level of interaction with the player. Such as collision or gameplay mechanics.

Wall_Torch_01

 

A magic torch that hangs from the wall.

It acts as a light source in-engine.

1x1

256x256

NEEDS CONCEPTING

 

 

Wall_Torch_02

A magic torch that hangs from the wall.

It acts as a light source in-engine.

Alt Design

1x1

256x256

NEEDS CONCEPTING

 

 

Wall_Decoration_01

 

An object on the wall like a painting or a fallen hero's weapon or armor piece mounted to the wall.

Options:
1x1

1x2

2x1

2.2

Options:
256 x 256

256 x 512

512 x 256

512 x 512

NEEDS CONCEPTING

 

 

Wall_Decoration_02

 

An object on the wall like a painting or a fallen hero's weapon or armor piece mounted to the wall.

Options:
1x1

1x2

2x1

2.2

Options:
256 x 256

256 x 512

512 x 256

512 x 512

NEEDS CONCEPTING

 

 

Wall_Decoration_01

 

An object on the wall like a painting or a fallen hero's weapon or armor piece mounted to the wall.

Options:
1x1

1x2

2x1

2.2

Options:
256 x 256

256 x 512

512 x 256

512 x 512

NEEDS CONCEPTING

 

 

Wall_Decoration_04

 

An object on the wall like a painting or a fallen hero's weapon or armor piece mounted to the wall.

Options:
1x1

1x2

2x1

2.2

Options:
256 x 256

256 x 512

512 x 256

512 x 512

NEEDS CONCEPTING

 

 

Wall_Decoration_05

 

An object on the wall like a painting or a fallen hero's weapon or armor piece mounted to the wall.

Options:
1x1

1x2

2x1

2.2

Options:
256 x 256

256 x 512

512 x 256

512 x 512

NEEDS CONCEPTING

 

 

Wall_Decoration_06

 

An object on the wall like a painting or a fallen hero's weapon or armor piece mounted to the wall.

Options:
1x1

1x2

2x1

2.2

Options:
256 x 256

256 x 512

512 x 256

512 x 512

NEEDS CONCEPTING

 

 

 

 

 

 

 

 

 

 

SINGLE OBJECTS FOR FLOOR

KEY DETAILS:

These are singular game objects that are applied outside of the Tileset system. This is usually because they may have some level of interaction with the player. Such as collision or gameplay mechanics.

Statue_01

A kinky statue made of materials like stone, marble, silver, bronze, and gold of a prisoner in bondage and posed lewdly.

 

The size of the statue is flexible to up to 2 tiles high and 2 tiles long in either direction.

Options:
1x1

1x2

2x1

2x2

1x3

Options:
256 x 256

256 x 512

512 x 256

512 x 512

256 x 768

NEEDS CONCEPTING

 

 

Statue_02

A kinky statue made of materials like stone, marble, silver, bronze, and gold of a prisoner in bondage and posed lewdly.

 

The size of the statue is flexible to up to 2 tiles high and 2 tiles long in either direction.

Options:
1x1

1x2

2x1

2.2

Options:
256 x 256

256 x 512

512 x 256

512 x 512

NEEDS CONCEPTING

 

 

Statue_03

A kinky statue made of materials like stone, marble, silver, bronze, and gold of a prisoner in bondage and posed lewdly.

 

The size of the statue is flexible to up to 2 tiles high and 2 tiles long in either direction.

Options:
1x1

1x2

2x1

2.2

Options:
256 x 256

256 x 512

512 x 256

512 x 512

NEEDS CONCEPTING

 

 

Statue_04

A kinky statue made of materials like stone, marble, silver, bronze, and gold of a prisoner in bondage and posed lewdly.

 

The size of the statue is flexible to up to 2 tiles high and 2 tiles long in either direction.

Options:
1x1

1x2

2x1

2.2

Options:
256 x 256

256 x 512

512 x 256

512 x 512

NEEDS CONCEPTING

 

 

Vault_Door_Open

 

A classic bank-vault like door and the surrounding support around it to make a wall.

This one has the door open and the character can step through it.

Should look more fantastical / powered by magic crystals and gears.

3 x 3

768 x 768

NEEDS CONCEPTING

 

 

Value_Door_Closed

 

A classic bank-vault like door and the surrounding support around it to make a wall.

This one has the door open and the character can step through it.

Should look more fantastical / powered by magic crystals and gears.

3 x 3

768 x 768

NEEDS CONCEPTING

 

 

Treasure_Display_01

 

A prior captured prisoners clothing or weapon put into a display.

Examples include: Swords, Shields, Axes, Helms, Body Armor, Boots. Etc.

Options:
1x1

1x2

2x1

2x2

1x3

Options:
256 x 256

256 x 512

512 x 256

512 x 512

256 x 768

NEEDS CONCEPTING

 

 

Treasure_Display_02

 

A prior captured prisoners clothing or weapon put into a display.

Examples include: Swords, Shields, Axes, Helms, Body Armor, Boots. Etc.

Options:
1x1

1x2

2x1

2x2

1x3

Options:
256 x 256

256 x 512

512 x 256

512 x 512

256 x 768

NEEDS CONCEPTING

 

 

Treasure_Display_03

 

A prior captured prisoners clothing or weapon put into a display.

Examples include: Swords, Shields, Axes, Helms, Body Armor, Boots. Etc.

Options:
1x1

1x2

2x1

2x2

1x3

Options:
256 x 256

256 x 512

512 x 256

512 x 512

256 x 768

NEEDS CONCEPTING

 

 

Treasure_Display_04

 

A prior captured prisoners clothing or weapon put into a display.

Examples include: Swords, Shields, Axes, Helms, Body Armor, Boots. Etc.

Options:
1x1

1x2

2x1

2x2

1x3

Options:
256 x 256

256 x 512

512 x 256

512 x 512

256 x 768

NEEDS CONCEPTING

 

 

Treasure_Display_05

 

A prior captured prisoners clothing or weapon put into a display.

Examples include: Swords, Shields, Axes, Helms, Body Armor, Boots. Etc.

Options:
1x1

1x2

2x1

2x2

1x3

Options:
256 x 256

256 x 512

512 x 256

512 x 512

256 x 768

NEEDS CONCEPTING

 

 

Treasure_Display_06

 

A prior captured prisoners clothing or weapon put into a display.

Examples include: Swords, Shields, Axes, Helms, Body Armor, Boots. Etc.

Options:
1x1

1x2

2x1

2x2

1x3

Options:
256 x 256

256 x 512

512 x 256

512 x 512

256 x 768

NEEDS CONCEPTING

 

 

Tall_Lamp_01

A freestanding Lamp that can be placed on the floor as a source of light in-engine.

1x3

256 x 768

NEEDS CONCEPTING

 

 

Tall_Lamp_02

A freestanding Lamp that can be placed on the floor as a source of light in-engine.

Alt Version

1x3

256 x 768

NEEDS CONCEPTING

 

 

 

 

 

 

 

 

 

 

 

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