Pixel Art & NPC Animation Milestone
This week was a major art push. I've replaced the tilesets with a completely updated set and expanded my art concepts for multiple environments across Park & Hide.
New Tilesets
The original tileset was functional but didn't quite capture the cozy, lived-in feeling I wanted. The new set brings cohesion across all environments: pine forests, grasslands, rocky outcrops, and water features all feel like they belong to the same world.
I've added more variation in grass, trees, and ground details so no two campsites feel identical. The tiling is tighter, the palette is more refined, and the overall vibe is much closer to what I imagined.
Environment Concepts
Beyond the tilesets, I've been exploring different biome concepts to keep the gameplay fresh:
- Pine forests with dense tree coverage (your stealth advantage)
- Open meadows (high visibility, higher risk)
- Rocky terrain with natural cover spots
- Lakeside campsites with unique resource gathering
- Seasonal variants that affect gameplay and NPC behavior
Each environment tells a story and presents its own tactical challenges.
Animated Tilesets in Godot
Getting animated tilesets working in Godot was a real struggle at first — between atlas setup, animation frames, and how Godot's TileSet editor expects everything to be wired together, it took a while to wrap my head around it. A few YouTube tutorials later, it finally clicked, and I got my first animated beaches running.
What's Next
I'm integrating the new tilesets fully and building out a few more environment types. The NPC roster is growing, and I'm refining how their daily schedules interact with your camping patterns. The goal is a living, breathing world that reacts to your choices.
Thanks for following the journey. More updates soon.