You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.
Topics discussed in this episode include:
- Programmers and artists teaming up so each can work on what they enjoy (and why this doesn't actually happen much)
- Opportunities and challenges in finding good and reliable artists
- Licensing of artwork and sharing of tiles, and how sharing can sometimes be bad for a game
- Using Zeno's Necklace of the Eye as a graphical frontend for curses and libtcod games
- Tools for drawing, with graphics tablets being highly recommended
- Software used, including Photoshop (most used, but expensive), GIMP, Paint.NET, Grafx2 (this is amazing for tile drawing!), Acorn (OSX only image editor), Pixen (OSX only pixel art editor), Inkscape (vector graphics editor)
- Wistfulness for Deluxe Paint V on the Amiga...
- Vector graphics, which are used in HyperRogue, but could be great for more roguelikes
- Beyond tiles - 3D graphics and other non-tiled styles
- 3Dish roguelikes: Pitman Krumb, Wayfarer, Delver, SWOOOORDS!
- Animation and some tips/shortcuts for animating pixel art tiles, with the best being Cardinal Quest's style
- What tilesets everyone likes (with disagreements)
- Shot of Rogue on the Atari (it's worth remembering for ASCII enthusiasts that Rogue got graphics as soon as it could - the original makers had no attachment to ASCII)
- Boxart for Rogue on the Commodore 64 (also check out Pitfall)
- Time taken to make graphics and setting realistic goals
- List of free tilesets on RogueBasin
- Colour Scheme Designer (this thing is awesome)
- Juice it or Lose it vide
- Game Icons (as used in ToME)
Join us next week for discussion of game design in academia.