7 votes

Most essential assets for maps?

So a recurring thing that's come up when discussing ideas for games with friends, or just thinking about ideas: what are the most absolutely essential graphical assets for building a world?

Obviously, the answer will vary heavily for each game, but for some types of settings, the basic "starter set" is pretty universal. For example, nearly all house interiors will have a bed, at least one type of table (almost always dining), and at least one type of chair that goes with the table. After those crucial basics usually they'll also have some sort of shelf, a dresser, and kitchen counters and a fridge. Outdoor tilesets in 2D pixel art games typically need grass or other ground tiles, path tiles, water tiles, at least one type of tree, and at least one type of rock. From that point, you can expand to include things like fences, buildings, benches, lampposts, etc.

Trying to figure out a full list of assets needed for any game can be daunting, so I figure I'd ask for input on what you consider the most vital for various types of settings. Starting with the absolute barest necessities for building a basic map (so you can at least plot basic layouts and try to get a sense of the art direction), followed by the most commonly featured items. Could be for individual rooms, specific buildings (like gas stations or restaurants), or specific types of areas (jungles, farms, beaches, etc.).

Side-note: yes, I know you can use placeholder assets. But it's also helpful to just have a general list of what basic items are needed for reference.

3 comments

  1. Sodliddesu
    Link
    So, different cultures aside, you should just think "yeah, someone lives here." So, like you said, somewhere to sleep, somewhere to relax, somewhere to relieve yourself, somewhere to prepare food....

    So, different cultures aside, you should just think "yeah, someone lives here." So, like you said, somewhere to sleep, somewhere to relax, somewhere to relieve yourself, somewhere to prepare food.

    A house needs a bed but, in a post apocalypse scenario, maybe there's only a couch with a blanket on it. Cramped, communal living spaces might have bunk beds but a larger "living room" or sitting area since you won't be relaxing in the bedroom. Foot or wall lockers might replace dressers and closets.

    Basically, what setting are we in? A modern single family home is going to have different rooms than a medieval cottage or cyberpunk future apartments.

    Basically, entry room - kitchen - living area - bedrooms - bathrooms.

    7 votes
  2. cfabbro
    (edited )
    Link
    Rather than doing a survey, it might be worth looking at the already created asset packs out there, to see which are the most popular/best selling, and what they include. E.g. Unity Assets Store -...

    Rather than doing a survey, it might be worth looking at the already created asset packs out there, to see which are the most popular/best selling, and what they include. E.g. Unity Assets Store - 3D Assets sorted by Popular. The top results of which (Poly Universal Pack, Low Poly Ultimate Pack, Environment Bundle - Dynamic Nature, POLYGON Fantasy Kingdom, Simpligon Universe, etc.) look like they have a good mix of map assets for making all sorts of different kinds of games.

    4 votes
  3. Moogles
    Link
    You could take a look at the houses in A Link to the Past. If you want more lived in homes walk around your own place and prioritize everything into “must have, should have, nice to have, don’t...

    You could take a look at the houses in A Link to the Past. If you want more lived in homes walk around your own place and prioritize everything into “must have, should have, nice to have, don’t bother.” Use inaccessible areas and rooms to account for the areas that you don’t want to bother with or didn’t think to cover, like bathrooms.

    1 vote