Woodland Village (new attempt)

Content and general development discussion, including maps, quests, and server code from the development team.
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Pajarico
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Post by Pajarico » Fri Jan 27, 2006 6:24 pm

Crush wrote:the architecture looks interesting but it looks so narrow. it would be very uncomfortable to live in a house like that.
Rotonen wrote:Well it is a CONCEPT piece, you don't have to pixellate it 1:1, IMHO.. ;)

I think our pixellation process would be a lot faster if we had more of these conceptual pieces defining stuff for people. *hinthint* :evil:
Exactly :wink:
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Post by Crush » Mon Jan 30, 2006 3:46 pm

are there any ideas how i could improve the straw texture?

or any ideas what other stuff would be useful for a town tileset?

Edit:
the pole and rock approach (hack job):
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Post by ElvenProgrammer » Mon Jan 30, 2006 8:08 pm

Crush wrote:are there any ideas how i could improve the straw texture?
Hmm no sorry, but maybe you could use a better shading instead of isolated pixels or continuos lines
Crush wrote:or any ideas what other stuff would be useful for a town tileset?
Just take a look at the tilesets you posted, so I'd go for a well and signs first, but of course don't forget doors and windows :wink:
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Post by Rotonen » Tue Jan 31, 2006 9:55 am

Crush, how about you let that certain piece rest for a while and come back to it after a while to see it from a different point of view..?

In the meanwhile you could be working on other stuff: organizational productivity would be greater this way. Once the number of tiles required for something is locked, you can improve the tiles whenever you feel like it. So a LOT of sketchy tiles and mockup maps at this point would be preferred since the woodland area lacks active conceptual development (or rather that you're the one to drive it forward).
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Post by Crush » Thu Feb 02, 2006 3:49 pm

a completely different kind of roof inspired by the roof of the wooden house on page 1:
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everyone can pixel something that looks tidy and clean, but it takes real skill to make something that looks old and shabby.
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Post by Crush » Sat Feb 04, 2006 4:55 pm

do you like it or not?
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Post by ElvenProgrammer » Sat Feb 04, 2006 5:37 pm

Crush wrote:do you like it or not?
No
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Post by Matt » Sat Feb 04, 2006 6:05 pm

I like the roof, but not the combination with the walls.
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Post by Pajarico » Sat Feb 04, 2006 8:42 pm

I like the roof but more like paviment stones, no kidding :wink:
In general, the stones, the walls and the roof don't combine.
And I still think the stones at the base look very unrealistic and plain.
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Post by Rotonen » Sun Feb 05, 2006 1:04 pm

Iru has set the pixellation standard for stone materials kinda high for us.

Just polish it bit by bit. (And please do expand the village tileset with a lot of stuff in the meanwhile: you seem to need time for your creations to brew.)
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Post by Platyna » Sun Feb 05, 2006 7:17 pm

I think we should start using more colours. I liked the second concept picture on the first post.

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Post by Crush » Wed Feb 08, 2006 4:59 pm

Pajarico wrote:And I still think the stones at the base look very unrealistic and plain.
what exactly makes you think so? please think about it for a while. that would really make it easier for me to fix that. thanks.
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Post by Pajarico » Fri Feb 10, 2006 8:59 pm

Crush wrote:
Pajarico wrote:And I still think the stones at the base look very unrealistic and plain.
what exactly makes you think so? please think about it for a while. that would really make it easier for me to fix that. thanks.
I will try :wink:

I will split my explanation in parts:
- Structure & shape: The stones look to roundish. If the weight of the whole house is intended to rest over them, round stones are a weak structure IMO because they would tend to collapse and scatter because of the weight.
Also, they seem to be piled up in columns, which make the structure even weaker. When doing a brick or stone wall is always a good practice to pile the stones in a way to break the columns pattern.
Now, an important question springs to my mind: the stones are manually picked from the nature and unmechanized? or on the contrary, are cut or sculpted? Either way I present examples of both:
- Those are walls with natural stones piled:
Image Image
- Those are walls with a good mechanization, specially the first is a perfect example of a good ashlar:
Image Image

In brief, you should decide what kind of technic level they can acomplish and correct the shape of individual stones (i.e.: make them less roundish).

- Perspective: If you think of the stones as a cube, you should see at least a bit of the top surface, do you know what I mean? ;)

- Color/Texture: I won't go into details about this point because is of no use to get a worked texture when the shape isnot even decided. I will go into this later.
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Post by Ultim » Sun Feb 19, 2006 10:37 pm

New roof sucks, not enough relief between colors. The straw looks great, just don't give it that row pattern (or maybe less of a row pattern).

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Image
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Post by Crush » Tue Mar 14, 2006 1:50 am

i am posting this picture uncommented.
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i think i know what the issues are, but i would like to hear it from someone else.
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