Hey Dungeoneers,

With a bunch of spritework improvements starting in v4.0.0, I decided to spend a little time looking at historical stuff in the changes scene this week. Currently if a visual asset is updated in the main game it’s updated in the changes scene too. It doesn’t really feel right for something like a v0.1.0 change to use item sprites from v4.0 though, so I’ve decided to change that!

I’ve now converted the changes screen to use its own dedicated icons file, so that icons can be accurate to when a particular update was released. I’ve even decided to add the original release notes for Pixel Dungeon for good measure, going all the way back to v0.1 in December 2012! This ended up being a lot of work, the changes scene currently has almost 275 unique icons!

Here’s how that looks on the oldest set of changes from 0.2 and prior. Current on left and new on right:

An image showing Shattered Pixel Dungeon's changes screen for some very old updates from 2012-2015. The version on the left includes a bunch of new pixel art releasing with the upcoming update, whereas the version on the right uses icons that are accurate to when each update was released. The right version also includes a new section at the bottom for changes to the original Pixel Dungeon.

  • Left as Center
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    15 days ago

    How will this impact download and installed sizes? Not gonna change much for me, but might for some.

    • 00-Evan@lemmy.worldOPM
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      15 days ago

      The entire asset file for this is 31kb currently, so it’s a drop in the bucket. In general pixel art assets take up very little space versus stuff like splash arts (~200kb each after lossy compression) or audio (~400kb per minute after lossy compression)

  • Mr. Semi@lemmy.world
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    15 days ago

    Really drives home what a downgrade the new blurry and distorted consumable icons are.

    • 00-Evan@lemmy.worldOPM
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      15 days ago

      I agree that increasing visual detail has to be carefully considered in the context of the game, it’s something we’ve always been aware of and will probably be the number 1 thing we pay attention to as these visuals are implemented and refined. I don’t think exaggerating like that helps your argument much though, it ends up sounding like “new thing bad because new”, which unfortunately isn’t helpful feedback.

      • Left as Center
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        15 days ago

        Agreed. Feedback need to be on a per-sprite basis.

        Note: on the screenshot, v0.1x, left, both scrolls are the same, but not on right

        • 00-Evan@lemmy.worldOPM
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          15 days ago

          Yeah while I was scanning over all the icons I made a few tweaks here and there too. You can see that I also changed the horn to use a variant that’s partly full.

      • Mr. Semi@lemmy.world
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        15 days ago

        I’m sorry you felt like that was an exaggeration for effect. It is my honest opinion stated as clearly and concisely as possible.

    • SnakeFangz@lemmy.world
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      14 days ago

      Nah, the new sprites are objectively better, genuine advice, get new glasses or lenses

      • Pickyfan@lemmy.world
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        14 days ago

        This is art, its all subjective.

        These aren’t the new sprites either, the actual new sprites will probably be revealed in v4