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? |
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| 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. | 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 |
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Wing 1 - The cultists domain | Dungeon Floors 1-6 | The Cultists Domain
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Wing 2 - The Den of Treasures | Dungeon Floors 7-12 | The Den of Treasures
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Wing 3 - The library of forbidden knowledge | Dungeon Floors 13-18 | The Library of Forbidden Knowledge
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Wing 4 - The Processing Machines | Dungeon Floors 19-24 | The Processing Machines
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Wing 5 - The Demoness Palace | Dungeon Floors 25-30 | The Demoness Palace
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Camp | Player Camp |
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Final Boss Room | Dungeon Floor 31 | Final Boss Room
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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 |
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Floor_Tile_01 |
| A standard floor tile with nothing on it. | 1x1 | 256 x 256 | NEEDS POLISH |
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Floor_Tile_02 |
| A standard floor tile with nothing on it. | 1x1 | 256 x 256 | NEEDS POLISH |
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Floor_Decal_01 |
| Decoration for the floor. | 3x3 | 768 x 768 | Completed |
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Floor_Decal_02 |
| Decoration for the floor | 3x3 | 768 x 768 | Completed |
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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 |
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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 |
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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 |
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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 |
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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 |
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Wall Assets
Asset Name | Image | Description | No of dungeon tiles | Pixel Export Dimensions | State of Completion | Notes: | Paid Status |
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Wall_L01 |
| Corner Wall Asset | 1x3 | 256 x 768 | Completed |
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Wall_L02 |
| Corner Wall Asset | 1x3 | 256 x 768 | Completed |
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Wall_L03 |
| Corner Wall Asset | 1x3 |
| Completed |
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Wall_L04 |
| Corner Wall Asset | 1x3 |
| Completed |
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Wall_L03 |
| Flat Wall Asset | 1x3 | 256 x 768 | Completed |
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Wall_L04 |
| Flat Wall Asset Alt | 1x3 | 256 x 768 | Completed |
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Wall_L05 |
| Flat Wall Asset Alt | 1x3 | 256 x 768 | Completed |
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| Flat Wall Asset Alt | 1x3 | 256 x 768 | Completed |
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| Flat Wall Asset Alt | 1x3 | 256 x 768 | Completed |
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Wall_L06 |
| Flat Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_L07 |
| Flat Wall Asset | 1x1 | 256 x 256 | Completed |
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| Flat Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_L08 |
| Corner Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_L09 |
| Corner Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_S01 |
| Flat Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_S02 |
| Flat Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_S03 |
| Flat Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_S02 |
| Corner Wall Asset | 1x1 | 256 x 256 | Completed |
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| Corner Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_S03 |
| Corner Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_S04 |
| Corner Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_S05 |
| Corner Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_S06 |
| Corner Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_S07
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| Corner Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_S08 |
| Corner Wall Asset | 1x1 | 256 x 256 | Completed |
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Wall_S09 |
| Wall Decoration Asset | 1x1 | 256 x 256 | Completed |
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Wall_S10 |
| Wall Decoration Asset | 1x1 | 256 x 256 | Completed |
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Wall_Out01 |
| What’s outside of the dungeon | 1x1 | 256 x 256 | Completed |
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Wall_Decal_01 |
| . | 1x2 | 256 x 512 | Completed |
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Wall_Decal_02 |
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| 1x1 | 256 x 256 | Completed |
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Wall_Decal_03 |
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| 1x1 | 256 x 256 | Completed |
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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 |
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| A broken magic torch that hangs from the side walls. | 1x1 | 256x256 | Completed |
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Wall_Decal_Torch_01 |
| A magic torch that hangs from the wall. | 1x1 | 256x256 | Completed |
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| A magic torch that hangs from the wall. | 1x1 | 256x256 | Completed |
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Wall_Decal_Torch_02 |
| A broken magic torch that hangs from the side walls. | 1x1 | 256x256 | Completed |
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Furniture Assets Placed on Floor Tiles
Asset Name | Image | Description | No of dungeon tiles | Pixel Export Dimensions | State of Completion | Notes: | Paid Status |
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Floor Plate |
| A grill that connects the wall to the floor. | 1x1 | 256 x 256 | Completed |
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Furniture_Grill_01 |
| A grill that connects the wall to the floor. | 1x1 | 256 x 256 | Completed |
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Furniture_Grill_02 | An alternative grill that connects the wall to the floor | 1x1 | 256 x 256 | Completed |
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Pillar |
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| 1x1 | 256 x 256 | Completed |
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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 |
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Furniture_Table_02 |
| A alchemist table with potions and books. | 2x1 | 512x256 | Completed |
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Furniture_Table_03 |
| A alchemist table with potions and books. Alt arrangement of objects on the table. | 1x2 | 256x512 | Completed |
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Furniture_Table_04 |
| A table with kinky tools sitting on it. | 2x1 | 512x256 | Completed |
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Furniture_Table_05 |
| A table | 2x1 | 512x256 | Completed |
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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 |
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| 1x1 | 256 x 256 | Completed |
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| 1x2 | 256x512 | Completed |
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| 1x1 | 256 x 256 | Completed |
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| 1x1 | 256 x 256 | Completed |
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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 |
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Floor Tilemaps |
| 2 |
Wall Tilemaps |
| 12 16 |
Floor Furniture ( Items that sit on the floor. ) |
| 4 3 3 6 3 |
Wall Items ( Items attached to walls. ) |
| 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 |
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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 |
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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 |
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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. |
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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. |
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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. |
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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. |
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Wall_Tile_05 |
| Horizontal facing Wall Asset 2 tiles high with 1 extra tile for ceiling. | 1x3 | 256 x 768 | NEEDS CONCEPTING |
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Wall_Tile_06 |
| Horizontal facing Wall Asset 2 tiles high with 1 extra tile for ceiling. Alt Design | 1x3 | 256 x 768 | NEEDS CONCEPTING |
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Wall_Tile_07 |
| Horizontal facing Wall Asset 2 tiles high with 1 extra tile for ceiling. Alt Design | 1x3 | 256 x 768 | NEEDS CONCEPTING |
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Wall_Tile_08 |
| Horizontal facing Wall Asset 2 tiles high with 1 extra tile for ceiling. Alt Design | 1x3 | 256 x 768 | NEEDS CONCEPTING |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Wall_Tile_17 |
| Corner Wall Asset | 1x1 | 256 x 256 | NEEDS CONCEPTING | Asset can be flipped in unity. A mirrored version isn’t required. |
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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. |
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Wall_Tile_19 |
| Corner Wall Asset | 1x1 | 256 x 256 | NEEDS CONCEPTING | Asset can be flipped in unity. A mirrored version isn’t required. |
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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. |
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Wall_Tile_21 | Corner Wall Asset | 1x1 | 256 x 256 | NEEDS CONCEPTING | Asset can be flipped in unity. A mirrored version isn’t required. |
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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. |
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Wall_Tile_23 |
| The texture that’s the ceiling away from the dungeon rooms | 1x1 | 256 x 256 | NEEDS CONCEPTING |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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: 1x2 2x1 2.2 | Options: 256 x 512 512 x 256 512 x 512 | NEEDS CONCEPTING |
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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: 1x2 2x1 2.2 | Options: 256 x 512 512 x 256 512 x 512 | NEEDS CONCEPTING |
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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: 1x2 2x1 2.2 | Options: 256 x 512 512 x 256 512 x 512 | NEEDS CONCEPTING |
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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: 1x2 2x1 2.2 | Options: 256 x 512 512 x 256 512 x 512 | NEEDS CONCEPTING |
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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: 1x2 2x1 2.2 | Options: 256 x 512 512 x 256 512 x 512 | NEEDS CONCEPTING |
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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: 1x2 2x1 2.2 | Options: 256 x 512 512 x 256 512 x 512 | NEEDS CONCEPTING |
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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: 1x2 2x1 2x2 1x3 | Options: 256 x 512 512 x 256 512 x 512 256 x 768 | NEEDS CONCEPTING |
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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: 1x2 2x1 2.2 | Options: 256 x 512 512 x 256 512 x 512 | NEEDS CONCEPTING |
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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: 1x2 2x1 2.2 | Options: 256 x 512 512 x 256 512 x 512 | NEEDS CONCEPTING |
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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: 1x2 2x1 2.2 | Options: 256 x 512 512 x 256 512 x 512 | NEEDS CONCEPTING |
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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 |
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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 |
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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: 1x2 2x1 2x2 1x3 | Options: 256 x 512 512 x 256 512 x 512 256 x 768 | NEEDS CONCEPTING |
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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: 1x2 2x1 2x2 1x3 | Options: 256 x 512 512 x 256 512 x 512 256 x 768 | NEEDS CONCEPTING |
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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: 1x2 2x1 2x2 1x3 | Options: 256 x 512 512 x 256 512 x 512 256 x 768 | NEEDS CONCEPTING |
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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: 1x2 2x1 2x2 1x3 | Options: 256 x 512 512 x 256 512 x 512 256 x 768 | NEEDS CONCEPTING |
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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: 1x2 2x1 2x2 1x3 | Options: 256 x 512 512 x 256 512 x 512 256 x 768 | NEEDS CONCEPTING |
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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: 1x2 2x1 2x2 1x3 | Options: 256 x 512 512 x 256 512 x 512 256 x 768 | NEEDS CONCEPTING |
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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 |
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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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