RPG Dev Blog

Iterating on the enemy design

Iteration 1

Iteration 2

Notably, the palette has been restricted to match the rest of the game. True black no longer exists.

Shadows have been removed, since they’re difficult to do manage consistently, especially if characters will be floating/jumping.

Iteration 3

 

Between iterations, the average sprite size became a little larger, then scaled back down again. I’m trying to keep them all relatively the same size. Larger = psychologically more threatening, so I’m saving larger sprites for boss monsters.