I do have a love of old pixel art, especially as designed for the Gameboy, Gameboy Color, and Gameboy Advance, which differs from the pixel art of the SNES, or the NES, in that it was designed for an LCD screen where you could see the pixels, rather than a CRT which would blend them together. But it is not just aesthetic appreciation which causes me to love pixel art. It is also the things pixel art says.
A tile mapped world says “this world can be broad and expansive because it is built out of reusable components instead of bespoke ones. A tile mapped world says “you can dig on every ground square, instead of just in designated digging spots.” It also says “I’m not going to pretend this is a movie instead of a video game.”
These statements have been made by 3D graphics; notably Minecraft. And so, as I play around in 3D, I’m trying to do so in a way where I keep those implicit statements pixel art gives. I’m intentionally creating a tilemapped world.


In fact, at the moment, I’m rebuilding Prelude to Nightmare in a different art style. If it works, I can expand it out to an RPG with robots, or whatever I like.


This little tech demo only proves that the tiles are possible. The movement code is no good, though I’m pleased with how well it works for all that. And I think I’m okay with this look. It’s low poly; near the amount of polygons a playstation or n64 game would have, though I’m using that budget not as an aesthetic, but as a way to keep complexity low. It isn’t pretending to be a movie. But it does have potential to look nice with a little polish. An adventure game or JRPG from this perspective would be, in my view, a worthy accomplishment. So I’m going to make myself some nuggets, and forge ahead.