Arq Devlog #11: Various graphical updates

Previous: #10: Interiors

I went back and redesigned some of the tile transitions I presented in devlog #4:

Diagonal paths.

First of all, paths can now be diagonal, in fact there are now 8 different angles. I also added a direct transition from grass to water and tried to add some depth to it. I did the same thing with the transition between grass and sand. It should make the map look a bit more 3-dimensional:

Tile transitions
New transitions between grass, sand, and water.

I also tried my hand at drawing some more buildings. I recently made this one inspired by medieval Scandinavian architecture:

New building
New building.

I'm still experimenting with color palettes.

Next: #12: Mobs, combat, and various other game mechanics