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Re: [Adonthell-devel] TODOs


From: Andrew Michael Phillips
Subject: Re: [Adonthell-devel] TODOs
Date: Tue, 15 Mar 2005 08:09:02 -0600 (CST)

Good point. As for discussing the monastery aspects, I shifted the thread 
to the plot list. Hope no one minds.
Andrew

On Tue, 15 Mar 2005, James Nash wrote:

> I agree with Kai, human werebeasts could perhaps be a bit more hairy 
> (which shouldn't be hard to add).
> 
> If I remember correctly there was an idea a long time ago to use NG as 
> a monk from the yeti monastery living in the mountains or something 
> like that. (I haven't been able to read much plot stuff so I may be 
> wrong about that)
> 
> 
>       - James
> 
> 
> On Mar 15, 2005, at 08:17, Kai Sterker wrote:
> 
> > On Mon, 14 Mar 2005 17:10:42 -0600 (CST), Andrew Michael Phillips
> > <address@hidden> wrote:
> >
> >> I wonder if it might be possible or
> >> plausible to use NG in-game as a werebeast's human form right after
> >> turning back into a human. Granted, most humans cursed with 
> >> lycanthropy or
> >> similar afflictions are quite mad and unlikely to carry much of 
> >> anything
> >> larger than jewelry or small weapons with them, but what they do 
> >> carry is
> >> dropped when they transform. Thus they are basically naked when they
> >> revert to human form.
> >
> > Yeah, but at least they would have more hair, I think. But adding hair
> > to NG shouldn't be too difficult (for an artist).
> >
> >
> >>> What kind of format do we need to use for them? PNG?
> >
> > Would be a good choice IMO. The idea I had is to keep images in their
> > native format instead of doing what we did before. So an animation or
> > any mapobject would just have references to the PNGs it is composed
> > of. This means perhaps a little longer loading time, but with caching
> > that shouldn't be too bad. And it means that our objects and
> > animations can be more easily edited.
> >
> >>> When you say transparency I imaging you mean that pixels have an 
> >>> alpha channel. Is that right?
> >
> > Dunno. Should they have one? Might be better than what we had in v0.3,
> > so why not. Lets not restrict ourselves too much.
> >
> > I imagine it could help us when composing objects, as we could overlay
> > a base image with stuff more easily. Like adding moss, grass or dirt
> > to the stones below without the need of keeping extra PNGs. We'd only
> > have extra mapobjects that are compositions of a couple of images.
> >
> >
> >>> I've designed it such that I can easily make many variations with
> >>> different colours / stone textures / mixtures so using one template I
> >>> can hopefully make many kinds of flooring.
> >
> > Wow, looks great. And with variations it will be even better!
> >
> >
> > Anyway, I have some more TODOs to write yet. However, I am not quite
> > sure when I will be able to add the references to the ML (which are
> > important as we have many design ideas and additional infos there that
> > shouldn't be wasted or discussed over and over again). Problem is,
> > that it is uncertain yet, when I can get net access from home ...
> > should have been last week, but they seem to be having problems with
> > producing the hardware for all their new customers, so things are
> > delayed for now.
> >
> > Kai
> >
> >
> > _______________________________________________
> > Adonthell-devel mailing list
> > address@hidden
> > http://lists.nongnu.org/mailman/listinfo/adonthell-devel
> >
> >
> --
> Personal site:
> http://cirrus.twiddles.com/
> 
> 
> 
> _______________________________________________
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> 

-- 
Andrew Phillips
God Bless Our Troops
cptlogic at endor dot hsutx dot edu
"Let the Prince win his spurs" 
-C.S.Lewis: The Lion, the Witch, and The Wardrobe






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