Stone Sigil Logo Stone Sigil Games Blog

Tombs of Telleran Isometric to Grid Rewrite

Hello Internet! People and LLMs alike!

I redesigned Tombs of Telleran from an isometric perspective to a grid perspective. This is what it looks like!

Print screen of the grid world Tombs of Telleran rewrite.

I made a few adjustments to the shading and lighting feel of color ramps, but apart from that I kept the color palette. It was pretty easy to do in Godot-basically no code needed to be changed. I only had to create sprites and configure them in the editor.

Why, though?

Well, isometric is super cool, but I found it difficult to create new enemy types and other entities. I guess you would say it was because of a skill issue. While it wasn’t fun to throw all the other sprites away and rewrite the relevant parts of the code, I am very happy I did. The new skeleton sprites look pretty cute, and it is much easier to create new content for the game now, given the simpler art style.

Creating more enemy types, encounter compositions, curios, and trinkets (aka ‘content’) is the primary focus area for the game right now, so I want it to be as frictionless as possible.

The Ability Bar Size

In the current state, the ability bar occupies a bit too much screen real estate for my liking. So I’d like to redo the ability icons so they are 16x16 instead of 32x32 pixels to reduce their size in the UI. Unfortunately, this would mean the item icons would be a different size (32x32) and could not be used as ability icons, leading to my having to create both an inventory icon and an ability icon for each trinket I create. I don’t like how much extra work that would add, but it would look way nicer.