[REQ] Port town addons

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i
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Re: [REQ] Port town addons

Post by i » 12 Oct 2009, 14:04

ElvenProgrammer wrote:Thinking ahead, why don't we provide a network of lighthouses?
I mean cities sharing the same sea could have one light source which is then sent from lighthouse to lighthouse by reflection/diffraction of the crystal.
This way, ships at night could also be guided by the beam to reach the other town.
From technical point of view magic light source inside crystal seems to be easier way. Also if you beam light only between lighthouses how ship on sea is supposed to noticed that. Lighthouse have to beam light in every direction to ensure to cover whole visible range of sea.
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Re: [REQ] Port town addons

Post by Jaxad0127 » 12 Oct 2009, 14:12

i wrote:
ElvenProgrammer wrote:Thinking ahead, why don't we provide a network of lighthouses?
I mean cities sharing the same sea could have one light source which is then sent from lighthouse to lighthouse by reflection/diffraction of the crystal.
This way, ships at night could also be guided by the beam to reach the other town.
From technical point of view magic light source inside crystal seems to be easier way. Also if you beam light only between lighthouses how ship on sea is supposed to noticed that. Lighthouse have to beam light in every direction to ensure to cover whole visible range of sea.
Some of the light would be scattered by the atmosphere, so those lines would be visible. As for visualizing that, we can probably skip it.
AxlTrozz wrote:
light-house_top-design-a.png
All of those particle emitters would make the lighthouse difficult to implement (unless we ignore the emitters near where they wrap around the object) and expensive for the client (that's a lot of particles). We might be able to design the effect to make it less expensive.
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Re: [REQ] Port town addons

Post by Crush » 12 Oct 2009, 17:20

Beams of light in the sky along sea routes? Brilliant idea!

I wouldn't worry about the particle count though. The lighthouse will not be in a level area. There won't be many "battle particles" on the same screens, so the total particle count on the screen is predictable. The pads are also not very large. There is a lot you can do with <100 particles on such small areas.

To make it really low budget we could also create the flames as stationary animations.
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Re: [REQ] Port town addons

Post by AxlTrozz » 13 Oct 2009, 15:00

i wrote: I think that deadline about 20~25 Oct 2009 is very probably. Thats the things we still need to do:

- rocky sea shore (huge rocks, sharp edges, various colors)
- ground floor ("normal" walls with similar material, but rather with huge blocks, at least one type of doors and windows)
- top part concept and pixelation

So far I would say great job AxlTrozz :D

And remember guys request was also for other minor things.
I'll try to work with the sea shore now
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Re: [REQ] Port town addons

Post by Crush » 13 Oct 2009, 17:37

You could use the cliff tiles from Lens forest tileset as a base. You can find them on git.
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Re: [REQ] Port town addons

Post by Rotonen » 13 Oct 2009, 21:21

Iru also proved he can do rock surfaces with his old dried river tileset attempt. Just in case you run into need of consultation in the matter.
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Re: [REQ] Port town addons

Post by Matt » 13 Oct 2009, 21:56

Image
http://img276.imageshack.us/img276/6214 ... ver0pb.png

I still wonder why nobody uses it. The rocks are great. Maybe not great by Irus 2009-standards, maybe not even good by his 2006-standards, but still good enough to be included into this sucky game. :)
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Re: [REQ] Port town addons

Post by AxlTrozz » 13 Oct 2009, 22:27

Matt: thank you for that reference, nice indeed, I'll try to include as much as possible from all sources
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Re: [REQ] Port town addons

Post by Rotonen » 14 Oct 2009, 00:10

Please do not. Take a palette, work with it and keep it within its own style in a way other areas have a potential to match up to the general style used. Not everything goes everywhere. Reference is good, but you have to limit what you take in as an influence and what you do not.
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Re: [REQ] Port town addons

Post by AxlTrozz » 14 Oct 2009, 16:57

very early stage,
seashore-muckup-00.png
seashore-muckup-00.png (69.08 KiB) Viewed 1341 times
1. trying to integrate colors
2. shore is just copy and paste of an original cliff I made
3. just testing the tower directly on the floor (the idea is have a nice base)
4. no water still (don't ask for it)

This is just to show WIP, the image is reduced 50%

Edit: added pixeltag
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Re: [REQ] Port town addons

Post by AxlTrozz » 14 Oct 2009, 22:02

WIP :
seashore-muckup-01.png
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Re: [REQ] Port town addons

Post by Bertram » 15 Oct 2009, 07:46

I like the cliffs.

As for the entrance (I know it's a mockup, don't worry), I would have seen a slightly larger entrance.
Something a little more round, just like the rest of the light house.

Just a thought.

Great progress so far for my humble dev eyes.

Regards.
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Re: [REQ] Port town addons

Post by Rotonen » 15 Oct 2009, 09:47

An idea for the entrance would be to warp it according to the twist.
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Re: [REQ] Port town addons

Post by AxlTrozz » 16 Oct 2009, 02:22

I'm trying to make that thing where you tie the boat on the Dock
wood-02-rope.png
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Last edited by AxlTrozz on 16 Oct 2009, 02:28, edited 1 time in total.
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Re: [REQ] Port town addons

Post by Jaxad0127 » 16 Oct 2009, 02:26

Don't forget that Fother has already made a docks set.
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