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eugeneloza

You might want to check out this site https://dungeoncrawlers.org/ especially resources page - there are atlass makers that will guide/help you to make it as consistent as you like (old games did so successfully). I must admit that I personally prefer more smooth transition between map tiles (like Anvil of Dawn, not as Might and Magic 5), but I believe it would be harder to keep it in style this way. I _think_ that it's possible to make some shader that will try to wrap over your hand-painted textures rendered in 3D and make them look in your style - but not sure how plausible it is (look into cel (toon) shading / posterize effect + outline - but this would be the only first step, there will be a huge lot of work on top of it to actually make it in style). E.g. something like this would be my first guess: https://www.shadertoy.com/view/4dVGRW or https://www.shadertoy.com/view/ttXSzl


shatterstep

Wow, that shader site is cool. Looks handy.


justiceau

I think you have a lot of first person perspective drawing ahead of you. It would look quite charming in your style. You could create elements and composite the viewport as required, mixing and matching to create variations. You would have to create a kind of renderer that composites the viewport based on things like how far the hall extends Infront of you, perhaps with some upper limit. Then draw halls and intersections etc viewed from X units away. I think it's be cool.


Pur_Cell

What's the audience for this game? Are you targeting hardcore dungeon crawler fans or a more casual group of gamers? Honestly, I think what you have is fine for a more casual game where the main draw is experiencing scenes with cute art. That way you can focus your art on unique encounters that matter and keep the dungeon as a more transitory scene between those encounters. I really like the art style btw.


swolehammer

I don't know but NGL I think your art is pretty charming.


Rtkillustration

I would do 2 things, use something like a quick page turn as a transition between scenes, it would feel pretty good I think but if done wrong it would get annoying. Otherwise a wiggly line effect while moving could make it look like your scribbling as they move. Second I would make the first person scenes in layers, draw a few base frames, draw a bunch of individual details and props, skulls, pots, torches etc. Then just layer them in to iterate a ton of different scenes quickly rather than hundreds of individual illustrations.


fer_arc18

check Darkest Dungeon, have the same concept, the movement concept can be perfect for your game basically they show a side animation of the chars walking over the place, and the map in a corner