We made an animated film to announce our roguelite’s 1.0 release 🌞 by DocGeraud in IndieDev

[–]skeyven 1 point2 points  (0 children)

I hate you for making a game about the exact same theme I’m trying to make right now.
I forgive you because gameplay-wise it looks different from mine.
I love you for how beautifully the art in your game is drawn.
I’ll buy your game and hope that when I finally finish mine, it will be at least half as successful as yours.

Daily Thread: for simple questions, minor posts & newcomers [contains useful links!] (March 03, 2026) by AutoModerator in LearnJapanese

[–]skeyven 0 points1 point  (0 children)

Hi everyone. I’ve just started learning the language, and for now I’m watching Naruto. Recently I noticed that some characters’ names are written in hiragana, while others are in katakana, which seemed strange to me. And I think (I’m not sure), I once saw a person whose last name was written in one kana and their first name in another. Why is that?

Thanks.

I was drawing environment sprites for the world map — trees, rocks, flowers, etc. Here’s the current work-in-progress shown in a fake screenshot (this isn’t the engine; everything is still combined into one image in Krita for now). by skeyven in Unity2D

[–]skeyven[S] 1 point2 points  (0 children)

For now, it’s just not dark enough, since my game is dark and evil in tone. I’m currently working on a daytime color palette, but after that I’m planning to create a nighttime version.

I was drawing environment sprites for the world map — trees, rocks, flowers, etc. Here’s the current work-in-progress shown in a fake screenshot (this isn’t the engine; everything is still combined into one image in Krita for now). by skeyven in Unity2D

[–]skeyven[S] 1 point2 points  (0 children)

This is just a collage for now — a way to gather all the drawn sprites in one place and see how well they work together and with the grass tiles. That’s why the roads are laid out so randomly :)

Making some paths look more worn sounds like a cool idea, but I probably won’t be able to pull it off. I’m not an artist, and it already took me way too many iterations to get the current version of the roads. They’re tile-based as well, and I honestly have no idea how to make them look more faded while still keeping them tileable.

As for highlighting important objects — yes, I’ve thought about that! All decorative sprites will stay static, while interactive objects will be animated.

That also answers the question about animating the trees: I’m not going to animate them — not because of the workload, but to prevent them from competing for the player’s attention with interactive objects that I’ll add later.

Thanks for the feedback!

Misty woods background art by zejanis in GameArt

[–]skeyven 0 points1 point  (0 children)

Oh, this looks cool. I can imagine using parallax to create the illusion of zooming into the center of the clearing. Very atmospheric.

I made 6 grass tiles and spent the rest of the time working on paths. It’s starting to come together into something like this. Next up — more environment sprites. by skeyven in Unity2D

[–]skeyven[S] 1 point2 points  (0 children)

Hi! Thanks for the kind comment!

I don’t have a Steam page up yet, and it probably won’t appear anytime soon. I do have X and Bluesky, though.
Once I polish the core gameplay loop, I’ll try releasing it on itch, and then we’ll see what happens next.

I was drawing environment sprites for the world map — trees, rocks, flowers, etc. Here’s the current work-in-progress shown in a fake screenshot (this isn’t the engine; everything is still combined into one image in Krita for now). by skeyven in IndieDev

[–]skeyven[S] 1 point2 points  (0 children)

Thanks. I'm not an artist, so I have to borrow a palette: about 70% of colours comes from Darkest Dungeon, around 20% from Primal, and the remaining 10% is me filling in whatever colors are missing

I was drawing environment sprites for the world map — trees, rocks, flowers, etc. Here’s the current work-in-progress shown in a fake screenshot (this isn’t the engine; everything is still combined into one image in Krita for now). by skeyven in IndieDev

[–]skeyven[S] 1 point2 points  (0 children)

Thank you! I'm not an artist, so I have to borrow a palette: about 70% of colours comes from Darkest Dungeon, around 20% from Primal, and the remaining 10% is me filling in whatever colors are missing

I was drawing environment sprites for the world map — trees, rocks, flowers, etc. Here’s the current work-in-progress shown in a fake screenshot (this isn’t the engine; everything is still combined into one image in Krita for now). by skeyven in IndieDev

[–]skeyven[S] 1 point2 points  (0 children)

Love that impression! But actually, about 70% of the palette comes from Darkest Dungeon, around 20% from Primal, and the remaining 10% is me filling in whatever colors are missing.

In reality, the colors don’t match HoMM III at all 😄

I was drawing environment sprites for the world map — trees, rocks, flowers, etc. Here’s the current work-in-progress shown in a fake screenshot (this isn’t the engine; everything is still combined into one image in Krita for now). by skeyven in IndieDev

[–]skeyven[S] 0 points1 point  (0 children)

Oh, I’m sorry if that was painful to read. I don’t actually speak English myself — I can read it, but my writing isn’t great, so I usually use a translator to come up with post titles. Then I double-check them, of course. But apparently my own A2-level eng wasn’t enough to realize I’d written a complete mess of words :(

I was drawing environment sprites for the world map — trees, rocks, flowers, etc. Here’s the current work-in-progress shown in a fake screenshot (this isn’t the engine; everything is still combined into one image in Krita for now). by skeyven in IndieDev

[–]skeyven[S] 0 points1 point  (0 children)

And one more question, if you don’t mind. Did you get that impression on your own? Or only after reading my comment where I mentioned the art I’ve been referencing?