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[Adonthell-artwork] v0.4 gfx request


From: Kai Sterker
Subject: [Adonthell-artwork] v0.4 gfx request
Date: Fri, 08 Feb 2002 14:48:32 +0100 (CET)

You might think it is a bit early for this, but IMO we should start with
making the graphics for v0.4 ASAP, i.e. now. One thing that delayed v0.3
was that work on the data did not start before the engine was almost
complete. 

This time we shouldn't make the same mistake. So here's a request for the 
graphics we will need. If you read the v0.4 plot proposal, you should 
already have a pretty good idea which that are, but I'd like to go a bit
more into detail.

Espacially for the forest I would like to see a 'real' forest, with each 
tree being a single mapobject, like the tree in the yard of the Redwyne 
Inn (and unlike the surrounding wood or the forest of v0.2).

The most important reason for this (apart from my personal dislike of the
'forest pattern') is that you cannot go exploring away from the roads that
cut through the forest. You can only follow the roads, and that is pretty
boring and also gives away good opportunities for secrets and such for no
apparent reason.

It's also much easier to make a good looking forest that way. Given a
large enough number of trees and bushes, you will get visuals that are far
superior than a repeating forest pattern. 

And if you want to make an area unpassable, you could still plant the
trees very dense, or add a river or gorge that block the way.

The trees itself could be made up of a trunk, the top (what's the right
word for that, btw.?) and the actual leaves. The leaves could be available
in versions for spring, summer, autumn and winter. Basically, a tree is
then composed of three parts. Say if we had 3 trunks, 3 tops and 3 leaves,
we could already make 3*3*3 = 27 (slightly) different trees. Say, we have
5 to 10 different 'tree-sets', that should make an impressive forest
already.

Oh, and the leaves could be animated, as if they were moving in the 
wind :).


Needless to say that the trees can be reused in the final game. The same
is true for the mountains, the mines of Uzdun'kal. 

Depending how the hiding place would look like, it might also be reuseable.

Kai 





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