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Posted: 01 Jan 2006, 21:28
by Ultim
Realism is directly proportional to overcontrol and indirectly proportional to fun.

Posted: 01 Jan 2006, 23:58
by Modanung
Wood sticking out of your house that is revealed because a piece of your house fell off isn't a sign of wealth.

But thanks for the history lesson anyway. It was nice to read. :)
And I suppose the rich houses will have more cloth, tiles and other decoration.

Posted: 02 Jan 2006, 00:28
by Adarias
Ultim wrote:Realism is directly proportional to overcontrol and indirectly proportional to fun.
I see design as a way of bending reality to create something purely fantastic, and immersing the player in a fully accurate and believable dream. Also, it should be known that when i say something i am not per se arguing for obeying it as a rule, more for just a tastey tidbit that may help to create and understand a world which exists only in half-finished tilesets and the collective mind of a few dozen developers, because at the end of the day, does any body *really* give a damn about the socio-economic role of psuedoextended rafters in semi-ancient mideast architecture? Hopefully not.
Modanung wrote:Wood sticking out of your house that is revealed because a piece of your house fell off isn't a sign of wealth.
lol, good point there ^^

Posted: 15 Jan 2006, 16:06
by Pajarico
Hi, I'm thinking about a set of patterns that are compatible between them, so with a fixed number you could a vast amount of combinations. This idea struck on my mind when I found this pic:
Image

Pay attention at the pattern over the wall at the left, that's what I want to achieve. So I've done a sketch (serve as a example) of how to make tiles that fit one with each other:
Image

I suggest Modanung to make tiles like those and add them to the mud house tiles you were working on so they can be used over the walls and make patterns that distinguise one house from another, maybe as a way to name zones, streets or the family/calns that lives in it.

Well, what do you think?

Posted: 17 Jan 2006, 08:45
by Techsetsu
Ultim wrote:Realism is directly proportional to overcontrol and indirectly proportional to fun.
lol, this is definitely sig-worthy. :D

Posted: 01 Feb 2006, 01:45
by degen
Adarias !

loved your post about mediterranean concept between wealth and the value of materials!! aah almost so i long back to history class *sighs*

ooh well yes i am NOT dead yet *whistles as he scratches his head* well i am done with school ...

*coughs* well *coughs* ...
now i am going to start a driver license intesive course ... which will cost me about 1300 US dollars ... (as good as gaurranted the license after 2 weeks)

*mutters to himself i gotta be insane*

so ... well ... when i am done with that (hahaha) i will get more time... REALLY i meen it !

well hope you have missed me atleast for a bit >_> since i have missed all the 5 hours straight dotting in my pixel prog and sweet talking Elven and the rest of the mob ^_^

well i'll try to be a bit creative from now on as well upp some stuff and draw some concepts for your liking etc etc you know how we "great artists " are like :)

Posted: 12 Mar 2006, 23:02
by Modanung
Thought I'd post a small improvement on the mudhouse.
Old:
Image
New:
Image

Posted: 13 Mar 2006, 15:56
by Verious
I see you adjusted the position of the door, which is an improvement, but it still seems to high off the ground in relation to the size of the player sprite. It looks like he would have to jump up to walk in.

Posted: 13 Mar 2006, 16:18
by Tenche
I made some improvements

Image

Image

Posted: 13 Mar 2006, 16:29
by ElvenProgrammer
Tenche wrote:I made some improvements

Image
Improvements? :roll:

Posted: 13 Mar 2006, 16:37
by Matt
Mhhh...?

Ants?

Posted: 13 Mar 2006, 16:39
by Modanung
Verious wrote:I see you adjusted the position of the door, which is an improvement, but it still seems to high off the ground in relation to the size of the player sprite. It looks like he would have to jump up to walk in.
I don't think it's too high. It's not even a foot. And remember doorsteps held creatures like (small :wink:) scorpions, snakes and rats outside in desertregions. And dust.

By the way, I didn't adjust the position of the door, I removed what was planned as a transision between wall and floor.

Thenche... I hope you won't mind I disagree with the fact they're improvements. Second I see your changes as something for variation tiles. Which I will work on once all basic tiles are ready.

Posted: 13 Mar 2006, 16:43
by Tenche
yeah i just ment the improvements to the tile set once u get it done if you have a bunch of these homes you gota have some different :)

Posted: 13 Mar 2006, 16:48
by Modanung
Yes, I agree. I hate repetitivity too. :)

Posted: 15 Aug 2006, 00:32
by Modanung
Little update on the Tulimshar mud houses.
Image
This images shows both the current state of the tileset and what you can do with it.
Note the wall doesn't have the texture it had in the last version I showed. Don't worry, it'll be back.