|
We on the graphics end of the Clash project have been working hard for
the last couple of weeks to get things to the point where we can ask the
group's opinion on the direction we're going. These screen shots
are the result. This demonstration includes the alpha map graphics
done by Paul Crocker, and unit graphics from johnmcd. In addition to
showing off that I can now make a real game map ;), we can use this as a
vehicle to finalize our graphics specifications. We have several
issues we are looking for direct feedback on. As usual, you can
comment on anything you'd like to, but Please also address the questions
we are asking. First, give me a paragraph to describe what's going
on, and tell you what We would like to hear about.
What you see are images at two different resolutions. The one with
the larger squares is 120 pixels across each tile. We envision
that one as being approximately the maximum zoom level available.
This one will be used for the early stages of the game, and whenever the
player wants to take a close look at a particular area. The second
tile size we show is more appropriate for larger Empires, or the big
picture. Those tiles are 80 pixels across. Both images I
present here don't really do justice to Paul's tiles. That's
because in each case I have used a scaling algorithm to make them the
right size. For the final graphics we will pick one or two
resolutions which will be the standard ones, and insure that the
graphics are done especially for those resolutions. Other zoom levels
will be available, but we will just scale the graphics to achieve them.
The unit graphics, on the other hand, were done with these resolutions
expressly in mind. However, they are just johnmcd's first shots
that representing units and TFs (task forces). In addition to the
two types of graphics, there are couple kinds of markers that I have put
on the higher resolution map, to see what people think about them.
There are a lot of imperfections in what we are presenting here.
The reason we're presenting these things early is so we can get answers
to our questions about the directions we should take in the graphics
before a Huge amount of work has been invested. Now, for the
questions. (Warning, you may be openly ridiculed if you don't
answer the questions ;-) )
1a) johnmcd has put forth the idea of making the task force icons
composite images representing the types of units in the task force.
This is what you see when a square has several guys in it. What do
you think about this general idea? Do you like it at the
high-resolution? Do you like it at the intermediate resolution?
You can read more about this idea in the
Graphics
thread. Any other comments about it?
1b) An alternative way to represent TFs is to just use a single icon.
It could be in the form of an individual figure, which we show some of
here, or it could be a larger graphic designed to represent one of
several types of task force. What you think about that idea as
compared with the idea above?
2) We need a way to represent the military power of the task forces.
I have faked up one idea for how to do that here. We have taken to
calling them "power circles". The idea is that there is
a circle around the task force icon in the player's color, where the
size of the circle indicates the relative power of the task force. When
zoomed way out, you could simply replace the task force icon with a disk
of the appropriate color. You can read more about this idea in the
Graphics
thread.
3) Detailed discussion about how the map tiles go together will have to
be deferred to demo 4, where you'll be able to see the whole map for
yourself. However, looking at the admittedly incomplete map and
tile set, are there any Big issues you think need to be addressed at
this point?
4) The little square medallions in the center of each square are meant
to show which side controls that square. It's just something I
came up with on short notice. When a player controls a huge chunk
of countryside we would probably use map borders instead. Any
comments?
Thanks for checking it out!
The Clash Graphics Team
|