Vanarchy - Sept Comp Entry

Started by STEVIE G, September 11, 2018, 22:42:57

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blinkok

For me that's inconsistent with the style of everything else (Being square). Maybe just add some variation with some trees varying height and multiple forms per tree.


Holzchopf

@STEVIE I think this is too much and too wild detail. Maybe just round the corners..?

Steve Elliott

Quote
I did a quick culling of some pixels top and bottom on the voxel trees - think it looks a bit better?

No, it looks worse because it's now inconsistent - because everything else is square.
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STEVIE G

Quote from: blinkok on September 17, 2018, 08:43:58
For me that's inconsistent with the style of everything else (Being square). Maybe just add some variation with some trees varying height and multiple forms per tree.


Thanks blinkok, I like this look. 

Quote from: Steve Elliott on September 17, 2018, 11:17:28
Quote
I did a quick culling of some pixels top and bottom on the voxel trees - think it looks a bit better?

No, it looks worse because it's now inconsistent - because everything else is square.

Agreed - less detail is better.  TA.

Quote from: Holzchopf on September 17, 2018, 09:24:37
@STEVIE I think this is too much and too wild detail. Maybe just round the corners..?

Not bad, I might try this out too.


Will post an update once I'm finished.

STEVIE G

#19
I think I'm done with the foliage (16 variations of tree tiles and 16 of bush tiles) .  I removed the self-shadowing on the foliage as didn't look too good - more appropriate for the buildings I think.

I also added a Monument and some park benches.  :P

Time to get on with the game  ;D



Steve Elliott

Looks great.  The only thing that's drawing my eye is the blurry road lines - it seems out of place with everything else sharp.
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STEVIE G

Quote from: Steve Elliott on September 17, 2018, 20:26:08
Looks great.  The only thing that's drawing my eye is the blurry road lines - it seems out of place with everything else sharp.

Cheers.  I played about with various looks to the road / markings a few weeks back and settled on this one.  The main reason is that I wanted to keep the markings more faded as they'll be covered in pickups.  I might revisit.

Steve Elliott

#22
I would take the rectangles and put a very low alpha on them so they blend nicely.  You have not only blurred the 'rectangle road markings' but also the road in-between and it's making my eyes go funny just looking at the road  ;)

I adjusted some of the road markings vertically by the blue van to show what I mean - the road to the right is far too blurred in comparison.

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Derron

I am with Stevie there: the sharp road markings would be kind of distracting (because of their precise recognizeability). They might even look like little dots a PacMan would like to have as lunch. Still: maybe do a mockup and see how it does. A like-shadows-alpha variant might do too.
Edit: Steve replied just some moments ago, so yes - give it a whirl or wait until you add the boosts/extras.

@ Stevie
Seems the hospital (the one with the "H" ? - had assumed a red cross on the roof is to choose) does not to the best jobs - as there is a little graveyard next to the building ;-)

These old 80s-suburbias might benefit from some antenna towers (Radio WBBXYLQL 100.5 AM). Also "Bars" (some neon-flickery-pixel signs!) or a fire headquarter could look cool too.


Did you consider street light signs/traffic lights ? Can be "too much" ... so hmm hmm.
What about a single railroad moving through the city - including barriers and the risk of getting catched by a train if you ignore signals or break the barriers?


Nonetheless: get the gameplay going first.


bye
Ron

Steve Elliott

#24
A close up of what I'm talking about (vertically from the building down to the van) I haven't altered horizontally, the road on the right and everywhere else gives no definition - far too blurred in comparison with the sharp graphics.

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STEVIE G

#25
Quote from: Steve Elliott on September 17, 2018, 21:24:12
A close up of what I'm talking about (vertically from the building down to the van) I haven't altered horizontally, the road on the right and everywhere else gives no definition - far too blurred in comparison with the sharp graphics.

Ah, got you ... sorted.

Quote from: Derron on September 17, 2018, 21:19:47
I am with Stevie there: the sharp road markings would be kind of distracting (because of their precise recognizeability). They might even look like little dots a PacMan would like to have as lunch. Still: maybe do a mockup and see how it does. A like-shadows-alpha variant might do too.
Edit: Steve replied just some moments ago, so yes - give it a whirl or wait until you add the boosts/extras.

@ Stevie
Seems the hospital (the one with the "H" ? - had assumed a red cross on the roof is to choose) does not to the best jobs - as there is a little graveyard next to the building ;-)

These old 80s-suburbias might benefit from some antenna towers (Radio WBBXYLQL 100.5 AM). Also "Bars" (some neon-flickery-pixel signs!) or a fire headquarter could look cool too.


Did you consider street light signs/traffic lights ? Can be "too much" ... so hmm hmm.
What about a single railroad moving through the city - including barriers and the risk of getting catched by a train if you ignore signals or break the barriers?


Nonetheless: get the gameplay going first.


bye
Ron

It was a Hospital but the H was for a helipad.  I thought of changing to a red cross but never go round to it.  How's this?
I have street lights but traffic lights at every junction is too cluttered.  Even the street lights were too cluttered until I restricted them to only T junctions and dead ends.

Other ideas are good and might do them if time permits.

Screenshot below shows improved self shadowing - noticeable on the Monument and the new water fountain.



Steve Elliott

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STEVIE G

#27
Collectable coins & power crates :D




Steve Elliott

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