Having seen no thread within the last days especially addressing the graphic design, I put this on a new thread.
Having seen the screenshots and the Clash site itself, it occurs to me that there's no real graphic designer in your team yet (gish, I hope I haven't hurt anyone's feeling saying that!). Well, as the web designer I am, maybe I could be of some help here...
I can offer the following:
- Design of the Clash site
- Design of in-game graphics, units, interface etc.
What is VERY important is that all people concerned with the "face" of the game agree on a common line and USE THE SAME PROGRAMS. There must be access to all current designs for all participating in the project. As for the game graphics, you must confess that it is next to impossible to mimick the gfx of, say, CtP. There are 1000s of hours of work in these, and the have eaten up most of the budget for this game (especially animations/videos).
On the other hand, even a single person could accomplish something. For the units, I'd propose rendering them using MetaCreation's Poser3 (the humanlike units, at least). Even animations are possible with that.
For the unit's graphics, I'd like them to actually show the player a unit belongs to by means of the graphics itself instead of a colored shield. So each unit would have a certain part (e.g. a shirt, a helmet etc.) which shows what empire it belongs to.
Mark, I don't know how far your development of incorporating the graphics have gone. I'd say the graphics should be 16-bit and, ideally, alpha-channeled (as opposed to a b/w-mask as it's used normally). Can this be done?
Furthermore, looking at the ease of later modification/extension, standard graphics formats should be used. TIF makes a great format here if alpha channels are used.
Being aware that this might sound like graphics professional gibberish, I propose the following format (for units):
The unit picture itself, one pic for every direction the unit may face (no animations - they eat up development time, hinder modification by players and are simply redundant eyecandy in a civlike game).
A first alpha channel to blend in the unit smoothly with the terrain tile.
A second alpha channel to define the area which are colored in the player's colors.
This is more or less the system the graphically superb Age of Empires uses.
For the interface, a different sets of elements (like screen borders, city graphics etc.) for each culture would be GREAT.
For the terrain tiles, the graphicaly most advanced option surely would be to overlay the graphics, i.e. have several layers:
- basic terrain
- tile improvements
- roads, railroads, etc.
- fortifications
This makes it easier to prgram the code, too - only problem is, of course, that each layer slows down the game. I doubt one can handle that convincingly in Java. I'd rather see a game done in C++, anyway (sorry, can't help here - my programming is restricted to BASIC dialects and Perl/JavaScript).
Okay, just some references so you know what I'm talking of:
http://www.qed.de/Thar/
is a hobby site made and maintained (or not, for the previous 3 weeks) by me and dealing with an Age of Empires clan,
http://www.qed.de
is my own agency's site (it's german, but you can see some figure renderings done with Poser3 here).
Looking forward to your response...
------------------
Honi soit qui mal y pense
Having seen the screenshots and the Clash site itself, it occurs to me that there's no real graphic designer in your team yet (gish, I hope I haven't hurt anyone's feeling saying that!). Well, as the web designer I am, maybe I could be of some help here...
I can offer the following:
- Design of the Clash site
- Design of in-game graphics, units, interface etc.
What is VERY important is that all people concerned with the "face" of the game agree on a common line and USE THE SAME PROGRAMS. There must be access to all current designs for all participating in the project. As for the game graphics, you must confess that it is next to impossible to mimick the gfx of, say, CtP. There are 1000s of hours of work in these, and the have eaten up most of the budget for this game (especially animations/videos).
On the other hand, even a single person could accomplish something. For the units, I'd propose rendering them using MetaCreation's Poser3 (the humanlike units, at least). Even animations are possible with that.
For the unit's graphics, I'd like them to actually show the player a unit belongs to by means of the graphics itself instead of a colored shield. So each unit would have a certain part (e.g. a shirt, a helmet etc.) which shows what empire it belongs to.
Mark, I don't know how far your development of incorporating the graphics have gone. I'd say the graphics should be 16-bit and, ideally, alpha-channeled (as opposed to a b/w-mask as it's used normally). Can this be done?
Furthermore, looking at the ease of later modification/extension, standard graphics formats should be used. TIF makes a great format here if alpha channels are used.
Being aware that this might sound like graphics professional gibberish, I propose the following format (for units):
The unit picture itself, one pic for every direction the unit may face (no animations - they eat up development time, hinder modification by players and are simply redundant eyecandy in a civlike game).
A first alpha channel to blend in the unit smoothly with the terrain tile.
A second alpha channel to define the area which are colored in the player's colors.
This is more or less the system the graphically superb Age of Empires uses.
For the interface, a different sets of elements (like screen borders, city graphics etc.) for each culture would be GREAT.
For the terrain tiles, the graphicaly most advanced option surely would be to overlay the graphics, i.e. have several layers:
- basic terrain
- tile improvements
- roads, railroads, etc.
- fortifications
This makes it easier to prgram the code, too - only problem is, of course, that each layer slows down the game. I doubt one can handle that convincingly in Java. I'd rather see a game done in C++, anyway (sorry, can't help here - my programming is restricted to BASIC dialects and Perl/JavaScript).
Okay, just some references so you know what I'm talking of:
http://www.qed.de/Thar/
is a hobby site made and maintained (or not, for the previous 3 weeks) by me and dealing with an Age of Empires clan,
http://www.qed.de
is my own agency's site (it's german, but you can see some figure renderings done with Poser3 here).
Looking forward to your response...
------------------
Honi soit qui mal y pense
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