Voyage to Farland is a tough-as-nails graphical roguelike game. What's a roguelike? It's a notoriously challenging dungeon crawler role playing game. This game is NOT a grindfest or a hack-n-slash game. It's turn-based and succeeding requires keen strategy and perseverance. But you're up to the task and you have what it takes to defeat the Spirit Witch and unlock the hardcore dungeon, The Path of No Return. If you make it to the end of THAT dungeon, a surprise is in store for you. Five themed dungeons. Tons of monster types with devious abilities. Voyage to Farland will keep you busy for months to come. Fun things you can do in Voyage to Farland: • get a pet robot you can level up • befriend an outcast monster that will help you fight • take on the challenge of the Strategy Dungeon • build weapon & shield enchantments and store gear in a warehouse

Post news Report RSS Mods for Voyage to Farland

For the Windows and Linux versions of Voyage to Farland, players can mod the game with custom pixel art sprite sheets for the monsters. This functionality is in its early stages and there's not as much consistency with monster sprite sheet names as I'd like, but it should be fun for artists looking to customize the experience.

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Here's some info on how to go about making your own mod monster sprites!

Limitations

  • the game currently only accepts monster sprite mods, however moddable background tilesets, items, sound effects and music may come in a future release
  • most of the current sprites are 32x32 pixels for each frame of animation, but some are 52x52 to look better when scaled up to Android/PC device hdpi resolutions (e.g. viperbeetlelv1x.png is 52x52, but maskboylv1.png is 32x32)

Technical Details

  • put custom monster sprite sheets in the pack1/data/ sub-directory (pack1 should be on the same level as the Voyage executable, README.txt, files/ and lib/ )
  • each sprite has 4 frames of animation for a direction
  • there are 5 directions to design art for: front, back, left, up-left, down-left
  • the other directions (right, up-right, down-right) are achieved in code by flipping the sprite horizontally

Special Cases

  • some sprites have a separate melee attack animation (e.g. GrayLady/YuniOnna)
  • some sprites have normal and "special" attack animations (e.g. Maskboy)
  • still other sprites have separate melee AND ranged or special attack animations (e.g. Nosferatu)

Advice

  • for new sprite graphics it would be best to use a 52x52 pixel base frame
  • the game would really look best if the sprites have a slight perspective from the top (e.g. 45 to 60 degrees) rather than "face on". This will match the background tilesets. (see the starting village building perspective)

More Information

There's a zip archive you can download at the Peculiar Games website. It contains all of the current monster sprite sheets, a README file, a couple of png files to visually explain the sprite sheet layout and example new Nosferatu and Boxer sprite sheets drawn by Shroomarts.

Have fun and good luck!

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