thanks for your work, we have used some characters to make a test map of our game engine!
Viewing post in Isometric Skeleton comments
You rock! First time exclaimed "WHOA!" seeing that bloody splat on monster death and second one on portrait with dirty clothes and face - absolutely amazing!
As I see there is already working collision system, navigating and path finding, skill system, dialogs, script-scenes - essential base for any game - is powered up.
Maybe some polish of control timings, skills balance and monster animation timings (Idle is too fast like they breathe too much) may be necessary of course. But with this fundamental part you can already start the main story narrative process and level-design.
Oh, I see animated water and lava so can suggest you to implement some interactive traps: spikes from ground, arrows from holes on the walls, disappearing bridge/road, lifts to secret cavers (and secret rooms behind mirage/false walls too). You can polish them on test level and then to design locations according.
Speaking summary: I'm verry impressed!
thank you, yes there are a lot of features in engine some need adjustament and debugging, a script system can control each element of scene so create traps is simple by write a simpre javascript script, we have inserted now terrain alpha blending painter, thanks to your character we can test engine features.
You can use alpha-blending on terrain not only as material-to-material mix (to prevent looking as separated repeating tiles) but also try light-to-dark mix (and maybe imitation of static lightning system). Some places of terraing must look slightly darken, some lighter. This way even abolutely same tile package will not be looking weird.