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XMark Guitar playin' black mage
Joined: 30 May 2002 Posts: 870 Location: New Westminster, BC, Canada
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Posted: Sun Oct 31, 2004 4:05 am Post subject: Building the city of Zydnia |
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Here's a couple of preliminary screenshots of the city of Zydnia:
The idea is that Zydnia is built on the foundations of skyscrapers that were leveled in the apocalypse. In the future there will be marketplaces and homes and such inside the ruined buildings.
The residents of Zydnia have built wooden shelters over some of the buildings. You'll also notice the entrance to the sewer systems in the wall over there. The sewers are large and winding, making them the perfect place for the Zydnian rebels to operate in secret.
My analogy that I'm keeping in mind as I build this city is "a tree growing out of a dead stump". _________________ Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Sun Oct 31, 2004 10:28 am Post subject: Re: Building the city of Zydnia |
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Interesting setting. I think you could work a bit on your colors of the sand and wood. Not sure if you think this is an improvement, but here's a suggestion:
In signature XMark wrote: | Bjørn Bjørn Bjørn Bjørn Bjørn Bjørn Bjørn... this is fun! Bjørn Bjørn Bjørn. |
Now that's interesting, too.
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Sun Oct 31, 2004 12:33 pm Post subject: |
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Reminds me a lot of Phantasy Star 4, if in spirit more than anything else. This should prove interesting :)
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Sun Oct 31, 2004 4:21 pm Post subject: Re: Building the city of Zydnia |
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XMark wrote: | |
Very cool. Two suggestions: First, the walls on the ruins need more shading. Second: The wall on that raised area is uneven in height. At the bottom it's two tiles high, and at the top it's one, and the sand under it shows no change in elevation.
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XMark Guitar playin' black mage
Joined: 30 May 2002 Posts: 870 Location: New Westminster, BC, Canada
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Posted: Sun Oct 31, 2004 7:03 pm Post subject: |
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Bjorn Bjorn Bjorn: (what can I say? It's a cool name :) )
I agree that the wood should be darker, but I like the brightness of my sand so I'm keeping it that way.
Janus:
Yeah, I was going to add shadows when I'm done the tileset. And I was also going to add some tiles to differentiate between different levels on the wall.
EDIT:
Just for a fun comparison, here's a screenshot of the original Zydni in the QBasic ARC Legacy:
I've come a long way... _________________ Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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ThousandKnives Wandering Minstrel
Joined: 17 May 2003 Posts: 147 Location: Boston
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Posted: Mon Nov 01, 2004 3:03 am Post subject: |
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Quote: | I agree that the wood should be darker, but I like the brightness of my sand so I'm keeping it that way. |
The issue Bjorn was addressing was not the brightness but the fact that it is a cheese-like shade of yellow. Brightness aside, sand typically appears more like the shade that bjorn used.
The high degree of contrast in the shading for those lower walls is very distracting. It's also out of character with the fairly flat shading on the rest of the tiles.
Good start.
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Verious Mage
Joined: 06 Jan 2004 Posts: 409 Location: Online
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Posted: Mon Nov 01, 2004 6:10 am Post subject: |
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Quote: | I've come a long way... |
Greatly improved. Keep up the good work.
I like the brighter sand color; however, the color is too even and the noise is too uniform. It doesn't look natural. You probably need to make it less uniform by adding some patches of a different shade. Also sand tends to form little ripples/lines as wind blows across it.
Here's a link to a reference photo I found on Google:
http://bama.ua.edu/~liu025/photo/China%20Phote/TengGeli%20Desert.JPG
Look at the area in the foreground of the picture for examples of the ripples. Also notice the variation in color across the sand, even in areas with the same lighting.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Mon Nov 01, 2004 2:19 pm Post subject: |
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Hmm, I was going to say we got an article by DeveloperX here about how to create a sand tile, but it appears to be the same sand tile as used in FF6, heh.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Mon Nov 01, 2004 3:15 pm Post subject: |
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Hmm. Almost exactly the same. Weirdness.... _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Aptyp Egg-Sucking Troll Humper
Joined: 09 Jun 2004 Posts: 36
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Posted: Mon Nov 01, 2004 7:22 pm Post subject: |
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Hah, a fellow post-apoc nut.
I don't know. It's easier to do top-down, of course, but this perspective is not really suited for realistic depiction of in-door environments. For example, how would you show a door in a vertical wall? Dimetric/isometric, on the other hand, have clipping problems, and more demanding to the tile art quality.
On sand tiles:
Realistically speaking, you won't see wave patterns in settlements due to heavy foot traffic.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Mon Nov 01, 2004 8:18 pm Post subject: |
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Aptyp (my emphasis) wrote: | I don't know. It's easier to do top-down, of course, but this perspective is not really suited for realistic depiction of in-door environments. For example, how would you show a door in a vertical wall? Dimetric/isometric, on the other hand, have clipping problems, and more demanding to the tile art quality. |
3-D, with a freely rotatable camera. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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XMark Guitar playin' black mage
Joined: 30 May 2002 Posts: 870 Location: New Westminster, BC, Canada
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Posted: Mon Nov 01, 2004 9:28 pm Post subject: |
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Aptyp wrote: | For example, how would you show a door in a vertical wall? |
Easy. There are no doors in vertical walls in the game :) _________________ Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Aptyp Egg-Sucking Troll Humper
Joined: 09 Jun 2004 Posts: 36
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Posted: Mon Nov 01, 2004 9:30 pm Post subject: |
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LeoDraco wrote: | 3-D, with a freely rotatable camera. |
That's not top-down, sir.
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js71 Wandering DJ
Joined: 22 Nov 2002 Posts: 815
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Posted: Mon Nov 01, 2004 9:45 pm Post subject: |
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What I do for doors in vertical walls may be a bit cheap; but it works. I just have an indent with either a bit of carpet coming from it, or light. But it's done in such a way as to not look flat... I dunno, look at the way ff6 or Terranigma did it. Those are good examples.
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