Topic: Atlantean Campaign Graphics
chuckw Topic Opener |
Posted at: 2010-11-14, 06:11
Here is my first shot at the Atlantean shipyard. I want to move some things around for better visibility, but the general idea is here. I may add a canopy or a more solid but open structure over the work area and move the hut to the far edge of the platform (again for visibility). I'm struggling for ideas to show the building in "working" mode v.s. idle v.s. "worker away". Anyone have any thoughts on this? I'd like to hear them. Cheers I see little people. Top Quote |
Tino |
Posted at: 2010-11-14, 13:19
Looks really nice. Some ideas for the worker animation: - idle: lying on the planks, snooring (animated zZzZ perhaps ) - working: walking around, using a hammer and/or a saw at different points - away: a "closed" sign on the free space Top Quote |
chuckw Topic Opener |
Posted at: 2010-11-14, 17:51
Thanks for your ideas, Tino. I've reworked the building into something more substantial and less like a "quick outpost to build ships in a hurry". Here is a shot of the new one: Of course in the game it will look more like this: For "working" animation for the shipyard, I'm considering showing the wares and produced objects moving into view from inside the building. I have not yet decided to show the worker in the scene, though. A lot gets lost at such a small scale, but we'll see. I see little people. Top Quote |
Nasenbaer |
Posted at: 2010-11-14, 18:14
Wow, nice :)! I generally agree with the animation ideas, just the "idle" should not include the worker, as the idle animation is as well shown, if the building waits for a worker... I think the problem is obvious, than Anyway the new shipyard looks great! Are there any playercolors on it? Top Quote |
chuckw Topic Opener |
Posted at: 2010-11-14, 18:20
Yes, we don't need another landlord waiting for his tenant (who happens to look a lot like the landlord.)
For now one of the bolts of cloth is in playercolor. I may be able to incorporate some more permanent part of the building like an awning or something. I see little people. Top Quote |
chuckw Topic Opener |
Posted at: 2010-11-14, 19:10
How is this for an awning with a little more playercolor? I'm imagining the shipwrigth's living quarters are above the work area. As an Atlantean, I think he may want to get as far off the ground as possible in case he experiences another flood. (Update): I'll get the build animation, new menu image, and a static idle image pushed as soon as I can. (I have to create them first, though. Edited: 2010-11-14, 19:16
I see little people. Top Quote |
chuckw Topic Opener |
Posted at: 2010-11-15, 00:50
The new shipyard is in as of trunk rev #5717. I see little people. Top Quote |
chuckw Topic Opener |
Posted at: 2010-11-17, 19:13
It is all well and good to have a shipyard, but what about the ships?!! If you haven't seen/played the Atlantean Campaign in the development trunk yet, here is a sneek peek at the Atlantean vessel. So avast, ye lubbers!!! Get ready to go to sea! Edited: 2010-11-17, 19:14
I see little people. Top Quote |
chuckw Topic Opener |
Posted at: 2010-11-18, 15:54
And here is the latest look of the 2D graphics in the campaign. Colors have been adjusted. Most notably perhaps, the skin tone has been modified to more closely match that of the workers in the game (and remove the hint of sea-sickness). Jundlina Loftomor Sidolus Colionder Opol Ostur Plus, the loading graphic has been modified for continuity: So it's "Goodbye, little green men." I see little people. Top Quote |
chuckw Topic Opener |
Posted at: 2010-11-18, 19:27
I was thinking that for a princess AND a high priestess, Jundlina looked a little too plain. So I gave her some gold embroidery on her robe. (Now that I look at her again, I think that necklace could use some adjusting. It's getting confused with the embroidery.) At the same time, I thought Sidolus' armor needed "a little refinement". What do you think? Should I leave well enough alone for now? I see little people. Top Quote |