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Pureon

WFG Retired
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Posts posted by Pureon

  1. I've been working on the interface designs sporadically over the past three months, so it's probably time to show an update.

    Here are updated designs for the 3 windows I previewed before - the current designs are shown below each one:

    c8iZSWT.jpg

    kzmFbHI.jpg

    jlsmVWx.jpg

    Edit: Here's a redesign of the Match Setup screen:

    Current design:

    gbdq4Zq.jpg

    New design:

    OPb2onx.png

    Let me know what you think! Like it? :)

    • Like 2
  2. Welcome to the forums Tucker.

    We're looking for experienced Blender animators to help us model and animate the remaining animals in the game. It's one of the most critical tasks remaining for the Art team, so your experience both with modeling animals and rigging is very relevant.

    Initially I'd suggest you take a look at this basic 3D tutorial as it'll help you understand a bit more about how the game operates. Enrique (our Art Department Lead) will be along shortly.

  3. Nice. I like the sound of that.

    Incidentally, would scenario designers want a feature in Atlas to disable flattening on an individual building so they can have more manual control, rather than it applying universally? Or should flattening be disabled entirely for buildings placed in Atlas?

    Thanks for asking. Yes we will need a way to disable flattening on buildings in Atlas, though I don't mind flattening being on by default if that's what everyone agrees to. Lets see what Mythos says, he's created most of the scenario maps.

  4. Only one thing I wanted to add. I've recently watched some 0AD gameplay videos, and on easy the AI still can be way too hard for beginning players. It might be nice to add an even easier "sandbox" level for those beginning players and maybe even replace some of the extra "easy" bots with the new "sandbox" difficulty on Aegis.

    This has been discussed within the team and is something that we (thanks wraitii ;) ) will work on. We want to ensure everyone gets to enjoy the game no matter the experience they have with RTS games.

  5. The fans are going wild with the first screenshot, I'll wait a day or two and distribute the second one.

    Nice to see the fans appreciate wraitii's work - it's had more comments on there than any other recent item, including the Alpha 12 release!

  6. Hi Palantius

    Welcome to the forums! Good to hear you find the project interesting :)

    We aren't actively looking for a new logo for 0 A.D. but that doesn't mean we can't be persuaded if a suitable alternative is presented to us.

    Regarding your proposed logo, unfortunately I don't think it's enough of an improvement over the current design - which I agree is looking tired and needs a more modern (+ancient) twist added to it. As you say, when reduced in size your logo is much too dark - all the nice details are lost. I like that you've added some layers to the icon, however these are quite difficult to see because of the rough metal texture. Try increasing the definition of the layers.

    See the spoiler below for some visuals I've collected that could influence the design of a new 0 A.D. logo. I'm not saying we should copy any of them - they're just for inspiration. I'm also not suggesting the new logo should be silver.

    TES-Online.jpg

    Total-War-Rome-2-Box-Art.jpg

    ea_metal_logo_by_gawrifort-d5uhyg9.jpg

    $T2eC16FHJH!FFlg8Ys4BBRdzuB,3Q!~~60_35.JPG

    Conclusion+%25281%2529.jpg

    crisp-metallic-text-effect.jpg

    Ford-font-b-mustang-b-font-cobra-interior-seiko-3D-Car-logo-font-b-sticker-b.jpg

    1373161004_px-logo-mockup-vol11.jpg

    Digital_Design_logo_by_ghost557755.jpg

    Classic%20Chrome%20Logo%20Frame.png

    326898066_640.jpg

    brass-small-sundial-compass-magnetic-compass-250x250.jpg

    Antique_Sundial_Sundial_Clock_Brass_Sundial_Sundial.jpg

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