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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Sun Oct 31, 2004 4:05 am    Post subject: Building the city of Zydnia [quote]

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".
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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

PostPosted: Sun Oct 31, 2004 10:28 am    Post subject: Re: Building the city of Zydnia [quote]

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

PostPosted: Sun Oct 31, 2004 12:33 pm    Post subject: [quote]

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

PostPosted: Sun Oct 31, 2004 4:21 pm    Post subject: Re: Building the city of Zydnia [quote]

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

PostPosted: Sun Oct 31, 2004 7:03 pm    Post subject: [quote]

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...
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Mark Hall
Abstract Productions
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ThousandKnives
Wandering Minstrel


Joined: 17 May 2003
Posts: 147
Location: Boston

PostPosted: Mon Nov 01, 2004 3:03 am    Post subject: [quote]

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

PostPosted: Mon Nov 01, 2004 6:10 am    Post subject: [quote]

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!

PostPosted: Mon Nov 01, 2004 1:43 pm    Post subject: [quote]

to help you out, here's a screenshot of some sand in FF3(6j):
http://www.finalfan.com/php/image.php?/games/ff6/screenshots/11.jpg

Yeah, it does look a little like PS4 in feel, which is beneficial to the game. Tres bein Xmark.
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Xmark

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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Mon Nov 01, 2004 2:19 pm    Post subject: [quote]

Mandrake wrote:
to help you out, here's a screenshot of some sand in FF3(6j):
http://www.finalfan.com/php/image.php?/games/ff6/screenshots/11.jpg

Yeah, it does look a little like PS4 in feel, which is beneficial to the game. Tres bein Xmark.

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!

PostPosted: Mon Nov 01, 2004 3:15 pm    Post subject: [quote]

Hmm. Almost exactly the same. Weirdness....
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Aptyp
Egg-Sucking Troll Humper


Joined: 09 Jun 2004
Posts: 36

PostPosted: Mon Nov 01, 2004 7:22 pm    Post subject: [quote]

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

PostPosted: Mon Nov 01, 2004 8:18 pm    Post subject: [quote]

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.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Mon Nov 01, 2004 9:28 pm    Post subject: [quote]

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 :)
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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

PostPosted: Mon Nov 01, 2004 9:30 pm    Post subject: [quote]

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

PostPosted: Mon Nov 01, 2004 9:45 pm    Post subject: [quote]

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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