Open ernivani opened 1 month ago
Okay I added tilesets to the first 3 hour meeting. Now we should have some generic tilesets in the repo before the meeting, so I will search around and see what I can find to add.
Are the original tiles 32x32? @ernivani
When adding in the Sprite Sheet, make sure the texture type is:
After adding the Sprite Sheet as above. Ensure the Sprite Sheet is sliced properly by performing the following steps:
You can not edit multiple sprites at once this way, you have to perform this process one by one as at Unity version LTS 6000.0.26f1
In order to paint the tiles from your Sprite Sheet onto your scene. You need to create a grid and tilemap in the relevant scene. I'd recommend that for your testing, you create a new scene. This can be done as follows:
Now in your Hierarchy, you should see a few gameobjects.
You add additional layers to the Grid by right clicking Grid and selecting 2D Object > Tilemap > Rectangular When adding a new layer, select the newly created "Tilemap" gameobject in the hierarchy and change Order in Layer to the order you want the tilemap to have. Higher means rendered more in front Ensure that when you are painting, you select the appropriate layer first by either selecting the tilemap object in the hierarchy under "Grid" or changing the target tilemap in the dropdown above the palette select dropdown
Creating character from template and creating animator + animations for character
Creating animations for your character
In order to have your character spawn in one of the provided demo scenes:
Core Concept/Theory
Create a 32x32px tilemap for a top-down view roguelike game set in a cyberpunk-inspired world. The tilemap should feature a low-detail, retro aesthetic reminiscent of classic arcade games. It should include various futuristic and dystopian-style weapons, such as energy blades, cybernetic implants, hacking devices, plasma guns, and traditional weapons with a sci-fi twist (e.g., electrified batons, laser swords). The overall visual style should capture the neon-lit, gritty atmosphere of cyberpunk environments while retaining a simple, pixelated design.
Alternative Ideas
The concept could be extended to include environmental elements typical of a cyberpunk setting, such as neon signs, dark alleyways, high-tech terminals, cyberpunk vehicles, and dystopian cityscapes. The game could also feature different types of augmentations or items that enhance the player's abilities, and the tilemap could reflect this by adding cyber-enhanced gear or implants.
Alternative Examples/Sources
Look to games like Ruiner or Katana Zero for inspiration on blending the cyberpunk aesthetic with pixel art. Though more modern, these games offer a strong sense of how weapons and environments can look in a futuristic, dystopian world. You can also reference elements from classic games like Syndicate (1993) or Shadowrun (SNES/Genesis) for a more old-school cyberpunk feel.
Additional Information
To maintain clarity in the game world, ensure the tile designs prioritize easily identifiable items and weapons, even at the small 32x32px size. The palette should lean into neon colors contrasted against darker backgrounds, capturing the signature cyberpunk mood. Modular designs will allow for diverse item drops and procedurally generated levels, keeping the world varied while maintaining a consistent theme.