Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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It was just an idea I had when we were all talking about adding more factions or adding mini-factions. The idea was to make a generic "African" mini-faction as a proof of concept. It can still be done, and in fact any number of factions can be added to the game, even "mini-factions" with minimal units and structures. They can easily be made selectable in random map or just available in Atlas for scenarios. But this isn't the proper thread to discuss such things.
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More along the lines of the "Oasis" scenarios. Perhaps add a lighting variation based on the "Oasis Gold" scenario's lighting.
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Moved this to the Art Development forum, since most of the "design" work is done. Now on to modeling and texturing!
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As you can see, a lot of times what we "desire" to get done doesn't all get done, so then it gets pushed back to later releases (like completing the Greek building revamp, which is ongoing). That's okay, because generally the in-game art is looking pretty good and will only get better as things progress. There is still plenty of time to get things done before we go Beta and then go Gold. After Beta is here, most of what will be done art-wise is GUI related and adding extra content that pleases us and the fans. Until then, it's all about finishing the Mauryans and adding all the animals and gaia stuff needed to fill out all the biomes and maps.
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I still think the sun angle and ambient colors could use some work.
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References: Animal Walking
Mythos_Ruler replied to Mythos_Ruler's topic in Tutorials, references and art help
Please post any references that may come in handy. -
The following would be a good example of a "Roadmap" for an alpha or beta release, where a list of projects is decided and references found for each project. Then, task threads and Trac tickets created based on this road map. There are a few things we missed in Alpha 9 I'd like to see cleaned up for Alpha 10. These should be done first or ASAP so we can move on with specific Alpha 10 goals. Roman Merchant Ship (Corbita) Model needs finalized Needs textured and UV mapped Roman Bireme Needs modeled and textured. Right now we are using the Greek pentekontoros, which is not a good thing. Animated Roman Quinquereme Needs modeled and textured. Animated Roman Siege Walls Similar look to the Roman Army Camp Now, things for Alpha 10 This is the "big cleanup" Alpha for the Art Dept. We're going to go back and tweak or redo some of the stuff that's been bothering us for a while. First up: The Greeks. Quite a few of their buildings still use the old textures from 7-8 years ago and aren't as nicely modeled and as nicely detailed as the newer buildings. Then there will be a couple of Iberian buildings. Priority Greek Buildings These need completely remodeled and use the newer Greek structure textures (seen on buildings like the Civic Centre and others). Priority in order: 1. Barracks "Strategeion" 2. Market "Emporeion" 3. Council Chamber "Prytaneion" 4. Docks "Limen" 5. Theater "Theatron" Non-Priority Greek Buildings These can be redone or touched up if we have time Priority in order: 1. Fortress -- Mirrored, so that the big doorway faces bottom right. The model could use some help and better details. The overall design is good though. 2. Farmstead -- It feels too big to me. Could look more rustic. 3. Gymnasion -- Trains champion units. Could have some more architectural details to make it look more interesting. Iberian Buildings Priority in order: 1. Temple -- It is currently much too small. Too small footprint and not detailed enough. Here is an old concept: 2. Civic Centre -- The design is good, but should have a bigger footprint (not just "scaled up"). 3. Fortress -- There is some weird smoothing/shadowing going on on the round parts. Perhaps look in to that and possibly update the whole model. 4. Venerated Monument -- The Iberian player will probably build a lot of these. It would be good to have some variations. 5. (Not shown in image) Corral -- Would be better to remodel it to look something like this: Walls Walls for all factions need revamped, revised, reworked, added to, etc. in order to work with the new click-drag wall system being devised by the programming department. Pureon is taking the lead on this. Don't get burned out on it though. Stay loose and work on other things too. Siege Engines Many siege engines need touched up or reworked in order to be properly animated. Then they need attack animations. Death animations would be nice too, but attacks are more of a priority. The Greek Siege Tower (Helepolis) could use some player color. Gaia Stuff It would be nice to update some Gaia assets for Alpha 10. This includes: Geology 1 or 2 more variations each for Metal slabs and Stone slabs. Some custom and cool looking rock formations for the Desert biome, specifically for the Neareastern Badlands map. Examples: And then let's experiment with "mountain tops" to make some cool and realistic looking pseudo-mountain ranges in the game. Trees/Flora Some additional tree species would be nice for visual variety and authenticity. Also, new bushes and plant life. This topic has a list of flora needed/wanted for the biome maps in the game: http://www.wildfireg...showtopic=15562 Animals There are tons of animals that need modeled and animated. If we could get anywhere from 5-10 new animals updated and animated, then we can call that a success. Here is a good list of animals wished to be in the game: http://www.wildfireg...showtopic=15562 Priority: 1. Elephants -- Big priority. Need rigged and a whole set of animations, including Idle, Attack, Walk, and Death. Must have these prop points: driver, rider (on the back, for riders and towers), chest, head, and tusk (for tusk variations). 2. Huntables/Gatherables -- Wildebeests, Goats, Aurochs, etc. 3. Dangerous animals that attack the player's units, like tigers, crocodiles, hippos, etc. 4. Cosmetic animals, like hawks and rabbits. Elephants are the big priority, then if we could have a few new ones from 2 and 3, then we are successful. Terrain Textures This is mainly a task for Mythos (me). Though if anyone would like to help, that would be nice. The Polar, Steppe, and Alpine terrain sets need particular attention. Eye Candy & Easter Egg Wish List
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Art Timeline - Alpha 11, 12, 13, Beta, and Beyond.
Mythos_Ruler replied to Mythos_Ruler's topic in Art Development
This is the general "road map" moving forward. "Official" WFG art team members and open source contributors alike can use this as a general guide on what to work on for each Alpha. It is subject to change, especially if all the graphics improvements from myconid are implemented. Also subject to change and revision when/if a direction is settled upon for the single player aspect of the game. Specific roadmaps for each alpha or beta release should be written up after each release. An example is here: http://www.wildfireg...showtopic=16220 As open source art development proceeds, the distinction between being a simple "contributor" and being a "team member" will blur, and that's fine. Essentially, "team members" will become those who are trusted with and who desire SVN commit access. WFG looks forward to a new open art development direction, and I personally can't wait to see what kind of cool things contributors can come up with. -
Transliterations for the <Specificname>.
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Previewing a map in the game setup screen.
Mythos_Ruler replied to Spahbod's topic in Game Development & Technical Discussion
The mockups are starting to look good. I just think Atlas needs a new "Preview Image" button or hack that takes a photo of the current view of the map and saves it to the proper folder for the in-game Map Selection and Game Setup screens to pull. -
http://www.youtube.com/watch?v=0SYtdCeRoPw
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I don't know the Greek word for battering ram, and I don't have Trac permissions to delete this page.
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I love BfME2 for its unit control (the battalions are awesome). Its econ leaves much to be desired, though. I also like the 3D rolling oceanic waves for the water and some aspects of the wall system.
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Nope, I'm just upkeeping the civ profile, civ json, and keeping everything neat and tidy.
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Is there any design for 0 A.D.CD sticker?
Mythos_Ruler replied to majapahit's topic in General Discussion
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Is there any design for 0 A.D.CD sticker?
Mythos_Ruler replied to majapahit's topic in General Discussion
Compared to what? Compared to this little-known AAA title? -
Previewing a map in the game setup screen.
Mythos_Ruler replied to Spahbod's topic in Game Development & Technical Discussion
To me, a couple extra clicks is a non-issue here. It's not like every second counts. The benefit to a separate Map Selection screen is that there would be more room for options and features than if it's all done with a drop menu in the Game Setup screen. -
I like the cloud shadows. They're just a little too fast in that game. Looks more like smoke shadows. Their building designs are horrible too.
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Previewing a map in the game setup screen.
Mythos_Ruler replied to Spahbod's topic in Game Development & Technical Discussion
Uglier than having multiple columns that don't align for no reason? -
Previewing a map in the game setup screen.
Mythos_Ruler replied to Spahbod's topic in Game Development & Technical Discussion
I think the "Map Filter" (and other) fields and the "Number of player" fields can just be aligned into one column. -
I'll add the required changes to the Mauryan civ profile. I called it the "Worker Elephant" in the profile. http://trac.wildfiregames.com/wiki/Civ%3A_Mauryans