Camp Environment Assets
Refined Art Asset List
This list contains all the assets needed for the Camp level.
Exporting:
All assets are to be exported at 256 pixels per dungeon tile.
Singular assets to be exported as either PNG or BMP with transparency enabled.
Many assets can be exported as a finalized .PSD (Photoshop Big File)
State of Completion Meanings:
NEEDS CONCEPTING = The artist (Or Caroo) needs to present ideas for what the asset looks like.
Needs Production = The hired artist needs to make the assets.
NEEDS POLISH = The general idea is acceptable. Now it needs to be produced to full rendering and exported. Or something happened to the asset when put in-game that needs addressing.
NEEDS REDESIGN = What was created didn’t hit the mark when used in-game.
Completed = The art asset is completed and looks great in-game.
WIP Screenshots
The following are screenshots of the Camp environment.
WIP Full Environment Screengrab
This screengrab shows the size of the interactive environment of the camp. + The mass of repeating walls.
The mass and depth of the walls is needed as the camera is centered on the character and the view of the tiled walls goes multiple layers deep.
Floor Assets
Asset Name | Image | Description | No of dungeon tiles | Pixel Export Dimensions | State of Completion | Notes: | Paid Stats |
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| A portal that the player uses to enter the Camp from the Tower. | 3x3 | 768 x 768 | Completed |
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| 5-6 different subtle tile path patterns that can be intermixed to create a pathway on the ground. | 1x1 | 256x256 | Needs Production | 5-6 Assets in total |
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| 5-6 different stone/rubble pieces designed to lay on the floor of the Camp. | 1x1 | 256x256 | Needs Production | 5-6 assets in Total |
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| A floor tile that’s the edge of the cliff facing the tower in the background. | 4x23 | 1,024 x 5,888 | Needs Production |
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Cliff Assets
Asset Name | Image | Description | No of dungeon tiles | Pixel Export Dimensions | State of Completion | Notes: | Paid Status |
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| 4-6 left and right side facing “Rock Wall” assets that can be used on mass to repeat to create an environmental boundary to the East and West. | 2x5 | 512x1280 | Needs Production | Each asset should be different as to break up repetition. |
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| 2-3 front facing “Rock Wall” assets that can be used on mass to repeat to create an environmental boundary to the south. | 2x5 | 512x1280 | Needs Production | Each asset should be different as to break up repetition. |
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Background of the Tower
Asset Name | Image | Description | No of dungeon tiles | Pixel Export Dimensions | State of Completion | Notes: | Paid Status |
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| Nighttime Skyline behind the tower. | Not a tiled sprite. It’s a flat image. | 8192 long 2048 high | Needs Production |
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| Tower in the Background | Not a tiled sprite. | 2048 Long 4096 High | Needs Production |
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| Cliff Edges in the background + A glow in front of the tower. | Not a tiled sprite. It’s a flat image. | 8192 long 2048 high | Needs Production | Cliff edges and glow can be separate assets. |
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| A background of the cliff behind the tower that creates the “Valley” that the tower resides in. | Not a tiled sprite. It’s a flat image. | 8192 long 2048 high |
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Shops, Shrine and Portal
A number of these assets have “Upgrades” where the object gets more intricate and complex in appearance due to the player upgrading it. These include:
The Stone Portal. It's upgraded 5 times, each time adding more detail and complexity to the portals pillars.
The Outfitters Shop. It’s upgraded 5 times. It Starts out as a pedistool but gets more complex as it progresses.
The Item Shop. It’s upgraded 2 times. It starts out as a few crates of goods next to the character but improves to a outfitted stall stop.
Research Shop. It’s upgraded 2 times. It starts out a research desk and becomes a outfitted research station.
Asset Name | Image | Description | No of dungeon tiles | Pixel Export Dimensions | State of Completion | Notes: | Paid Status |
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| The stone portal used to return to the tower. Has a main sprite and then 5 additional upgrades. | 6 High 7 Long | 1,536 high 1,792 Long | Needs Production | 6 Assets in Total |
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| A magic portal that displays the current prisoner to be freed. Could be animated via a few repeating frames. | 3 High 3 Long | 768 High 768 Long | Needs Production |
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| Item Shop. Has a main display but also has 2 additional levels of upgrades. | 4 High 4 Long | 1024 High 1024 Long | Needs Production | 3-4 Assets in Total |
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| Construction Shop. A single asset with no upgrades. | 3 High 3 Long | 768 High 768 Long | Needs Production |
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| Outfitter Shop A main asset with 5 additional upgrade sprites. | 4 High 3 Long | 1024 High 768 Long | Needs Production | 6 Assets in Total |
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| Research Shop Has a main display but also has 2 additional levels of upgrades. | 4 High 3 Long | 1024 High 768 Long | Needs Production | 3 Assets in Total |
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| A Healing Shrine the player uses to recover health. Should have a style similar to the stone portals. | 2 High 1 Long | 512 High 256 Long | Needs Production |
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Furniture
Asset Name | Image | Description | No of dungeon tiles | Pixel Export Dimensions | State of Completion | Notes: | Paid Status |
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| A structure that’s a light source for the environment. Has similar art design to the stone portal. | 1 Long 2 High | 256 Long 512 High | Needs Production |
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| A stone furniture that characters can use as a seat. | 2 Long 1 High | 512 Long 256 High | Needs Production |
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| A stone furniture that characters can use as a seat. | 1 Long 1 High | 256 Long 256 High | Needs Production |
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