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Topic: Game Play, Graphixs and Design

Athanasius

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Joined: 2009-10-18, 23:24
Posts: 3
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Posted at: 2009-10-22, 09:16

Hello all, I am new to this but can I suggest looking at games like Age of Empires, Total Annilation, Civilisation, Wargames, Age of Empires and Command and conquer. Map layout could maybe be simplified using a bump map style generator. I hope you like those Ideas. I am an artist and would like to help every now and again. I would also help with more building ideas but first I need to know what you use to creat items, pictures and objects in this game and where I can download these. i could help modernise the look of the interface and mouse pointer etc. too if you would like. Hope that sounds helpful.


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Athanasius

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Joined: 2009-10-18, 23:24
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Posted at: 2009-10-22, 09:18

Gameplay, Graphics and Design are important but it is the people doing the programming in this project who are doing the hardest work to achieve this.


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Nasenbaer
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Joined: 2009-02-21, 18:17
Posts: 826
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One Elder of Players
Location: Germany
Posted at: 2009-10-22, 13:56

The design of landscapes is more based upon the Settlers and Settlers 2. The games you suggest surely have a nice map style, but they are all rectangle-based, while Widelands is hexa/triangle based. Okay that's the basic basics of it and already quite hard to describe face-wink.png

So in short: a mapengine like the other games use, is unusable for Widelands - which does not mean that the Widelands engine is finished. E.g. the change between two textures is to "linear" and should be calculated more round (there's already such a feature request), but well that's something more technical and not an graphics designer issue.

For the graphics:

You can find most of the art sources at www.widelands.org/svn

I suggest you best jump into the Chat and ask the people there for more information about graphics stuff. I won't be able to help out a lot on that topic face-wink.png

Cheers

Nasenbaer


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Athanasius

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Joined: 2009-10-18, 23:24
Posts: 3
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Posted at: 2009-10-23, 12:11

which does not mean that the Widelands engine is finished. E.g. the change between two textures is to "linear" and should be calculated more round (there's already such a feature request), but well that's something more technical and not an graphics designer issue. Thanks that is helpful. Polpolus the begining uses a smooth map system but in a similar format to this game.


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