Page 2 of 21

Posted: 09 Feb 2007, 20:24
by Rotonen
We're not trying to create photorealism. "As long as it looks good and somehow makes sense."

Posted: 09 Feb 2007, 21:29
by AxlTrozz
My conception of the temple general map would be this one

Image

Any additional idea and comments...

i hadn't include the tower yet any suggestion is welcome

Posted: 10 Feb 2007, 06:04
by Len
:shock: it makes me really want to see the finished product

Posted: 10 Feb 2007, 09:34
by Rotonen
A comment: make the labyrinth a real pain to get through (as in make it huge and really a labyrinth).

Posted: 10 Feb 2007, 10:33
by Pauan
Len wrote:Image


the overall shape of head is too short and wide... try to lengthen it
really :wink:

keep in mind that ancient cultures where often somewhat off with their depictions
In addition to this, since we are not mimicking real-life 100%, it is not altogether impossible for us to create a snake that is more rounded rather than flat. :)

Posted: 10 Feb 2007, 19:22
by Len
Rotonen wrote:A comment: make the labyrinth a real pain to get through (as in make it huge and really a labyrinth).
we talked about this yesterday, and came up with a few options regarding the labyrinth. :D

Posted: 10 Feb 2007, 19:56
by AxlTrozz
Labyrinth :

2 x 2 maps (512 x 512 each)

corridors : just 62 pixels wide
walls: 32 pixels wide
wall high: 96 pixels (you wont be able to see the char in the west - east corridors

maps ramdomized: this is a programmers challenge, the idea is every change of map can take you to the same map, to the next one. to any chamber or even outside (this is the best part)

i think we can put a mix of monsters in the Labyrinth,

high power monsters : no-hostile like Khepera*1, Skull*2, Snakes
medium power: hostile like slimes
low power: hostile maggots or any other
This mean that if you are blind (west - east corridor) you would have better chances of survive, but if target and attack any monster at will thats going to be really bad for you (basicaly you will die) and that means only the strongers will survive

*1: Khepera : Golden Giant Bettle, attack in groups no too powerful individually but you have to be fast to defeat them before the group forms around you, nobody can stop them once they are in a group.
*2: Skull: Is the most powelful monster in the temple but is slow in attack, is passive in labyrinth corridors but agressive in chambers.

Posted: 10 Feb 2007, 20:07
by AxlTrozz
Labyrinth: Part II

I would suggest not reveal the labyrinth design here in the forum, only to the concerned people (the least possible) so they can't solve it in advance (hehehehe) but i dont know how to get feedback in that way :(.

paradogic ?

Posted: 10 Feb 2007, 21:59
by yosuhara
possible design for columns:
Image Image

just a quick sketch

Posted: 10 Feb 2007, 22:53
by Modanung
Thought about multiple floors?

Posted: 10 Feb 2007, 22:54
by Tenn
AxlTrozz wrote:Labyrinth: Part II

I would suggest not reveal the labyrinth design here in the forum, only to the concerned people (the least possible) so they can't solve it in advance (hehehehe) but i dont know how to get feedback in that way :(.

paradogic ?
At the end everyone can open the map (or?), so that doesn't really make a sense, not giving the concept to others. But if you want to, you can pick 5 or 10 ppl's and they can test/ rate it :P

// Tenn

Posted: 11 Feb 2007, 00:22
by Len
Image

minor fixes:
slightly scaled down
changed highlights around

Image

scaled down even more :?

Posted: 11 Feb 2007, 01:04
by AxlTrozz
ok, cosidering there is no point with the secret labyrinth design here is the model...

Image

4 zones, multiple entrances and exits, but in a random way...you know the history, i have a maze generator so if we like something bigger i can generate a new one...

Posted: 11 Feb 2007, 01:39
by AxlTrozz
the tower outline...

Image

Posted: 11 Feb 2007, 02:14
by Len
Image

quick concept