Here is a crude proposal for how the map/army graphics in Clash should work. I have taken ideas from various people and made some tradeoff decisions based on my vision of Clash. I Know I am not qualified to properly balance all these tradeoffs, but some order needs to be brought to the process. It is possible there are even grevious technical errors in here since I haven't had time to research everything. Please criticise what I have here at any level. Make an alternative proposal, or flesh this one out, if you would like. I think we need to have this at least sketched out within about ten days.
Most of the Good ideas are Not Mine. This information has been gathered from many posts by different people in the following threads:
What I could offer to the project...
Graphics style
Terrain and Improvements to it
Ok here it is:
Map/Army Graphics proposal
I think its fair to say that the preponderance of opinion, with some exceptions, is that for the main map and units civ2-ish graphics are the way to go.
First an overview
I propose:
1) 256-color scheme be used for the terrain and army images (with alpha-channeling to give color to flags or shields...)
2) isometric and top-down (diamond shaped tiles) map options. Ideally there would be different zoom levels for the map giving something like graphics at 90x90, 40x40, and 10x10 pixel scales. Needless to say there would be no army counters for 10x10 just a generic our-color shield or something.
3) that there be a limited number of army group, and naval counters that will represent combined forces from different eras and geographic regions.
4) An 'eye candy' graphic that will display the selected army as arrayed for battle using 16-bit graphics at something like 150 x 200 pixel size
Now for some specifics:
1) 256-color scheme be used for the terrain and army images...
Gif is the standard image file type in java so far. GIF can use only up to 256 colors - not a problem as such (AoE is done in only 256 colors!), but MUCH harder to do convincingly for the artist. I have chosen GIF for the game because I'm afraid that higher res graphics might produce problems if we up the turn rate. This could happen in either a time-pressure kind of game, or one where the player only wants to make the broadest decisions and let the rest "play out in front of him". Remember there is a Lot more stuff going on in the background in Clash than any other game in the genre.
2) isometric and top-down (diamond shaped tiles) map options.
To go from isometric to top-down map, we would need to use diamonds rather than squares, or either the perspective of the map or distances would change. But I don't see any problem with diamonds... you can get higher-res figures in them anyway if they are a single individual. I hope we can use the same army graphics for isometric and top-down views. If this isn't true then we need to double the number of units I figured below. My take is that the top-down people won't care that much if the units are slightly smaller than ideal for the map diamonds.
General graphics for the map. Have different zoom levels for the map giving something like graphics at 90x90, 40x40, and 10x10 pixel scales.
As to layering in the display I'd say (and this is subject to change)
-base terrain
-rivers / canals (would like flow direction for rivers, maybe like Civ1 did it)
-roads / RR
-civ borders
-special resources (rare) [maybe 20 images]
-units [see below]
-fortifications (so unit appears in fort...)
Base Terrain Types:
- grassland
- plains
- desert (both sands and ice)
- tundra
- jungle
- woods
- hills
- mountains
- swamps
- lake
- ocean
So we have something like 13 terrain types at 3 resolutions giving about 40 images here.
3) that there be a limited number of army group, and naval counters...
Since the graphical units actually represent MIXED armies, we should stick to a few images representing all the army groups on the map. We could maybe have for each age/region of the world an infantry army counter (used for garrisons too) and a combined army counter. We would then give the different sides distinct shield or flag colors using alpha-channeled techniques. We should flesh it out by drawing several alternatives for different cultures / epochs. The armies would have to have numbers on them since we don't want to need to do 35 distinct army graphics.
Number of army group images would be: 2 (infantry and combined) x 5 (epochs) x 2+ (occidental, oriental, maybe more) x2 (90 res and 40 res) = 40 images.
4) An 'eye candy' graphic that will display the selected army as arrayed for battle
For the battle-line view portraying the selected army I think we can go all-out and do TIF graphics at 16bit.
On the overview map, you have the standard army images. But when you select one, there would be a window giving detailed information and a graphic for the selected army.
I think images of the right number of each unit type should be laid out in a battle line on the appropriate terrain. So an ancient army would be laid out with infantry /ranged units mostly in the center and flanked by cavalry. These unit graphics would also be used in the tactical combat system if / when we do it.
The graphics proposed as an absolute minimum list are (one oriental and occidental for each in 1-7, possibly allowing for an alpha mask for skin color):
1. stone age warrior
2. Iron age armored infantry (prob need bowmen too)
3. ancient ship
4. ancient / medieval horse
5. musketeer
6. ship with cannons
7. gunpowder cavalry
8. early rifle infantry (probably cannon also)
9. marine
10. destroyer or battleship
11. tank
12. plane
(If we can afford it I would like to at least double the size of this list to fill in some of the big gaps, but this would do as a minimum. Suggestions to add to this minimal list are welcome)
Estimate: 20-60 images depending on how much we can expand the list above.
Number 4 is a Lot of work. Is it worth it? I'm sure it is worth it if we do a tactical combat mini-game.
I Know I havent covered it all, but I haven't done too badly for a lunch hour and a 15min break!
Let me Have It!
-Mark
[This message has been edited by Mark_Everson (edited May 20, 1999).]
Most of the Good ideas are Not Mine. This information has been gathered from many posts by different people in the following threads:
What I could offer to the project...
Graphics style
Terrain and Improvements to it
Ok here it is:
Map/Army Graphics proposal
I think its fair to say that the preponderance of opinion, with some exceptions, is that for the main map and units civ2-ish graphics are the way to go.
First an overview
I propose:
1) 256-color scheme be used for the terrain and army images (with alpha-channeling to give color to flags or shields...)
2) isometric and top-down (diamond shaped tiles) map options. Ideally there would be different zoom levels for the map giving something like graphics at 90x90, 40x40, and 10x10 pixel scales. Needless to say there would be no army counters for 10x10 just a generic our-color shield or something.
3) that there be a limited number of army group, and naval counters that will represent combined forces from different eras and geographic regions.
4) An 'eye candy' graphic that will display the selected army as arrayed for battle using 16-bit graphics at something like 150 x 200 pixel size
Now for some specifics:
1) 256-color scheme be used for the terrain and army images...
Gif is the standard image file type in java so far. GIF can use only up to 256 colors - not a problem as such (AoE is done in only 256 colors!), but MUCH harder to do convincingly for the artist. I have chosen GIF for the game because I'm afraid that higher res graphics might produce problems if we up the turn rate. This could happen in either a time-pressure kind of game, or one where the player only wants to make the broadest decisions and let the rest "play out in front of him". Remember there is a Lot more stuff going on in the background in Clash than any other game in the genre.
2) isometric and top-down (diamond shaped tiles) map options.
To go from isometric to top-down map, we would need to use diamonds rather than squares, or either the perspective of the map or distances would change. But I don't see any problem with diamonds... you can get higher-res figures in them anyway if they are a single individual. I hope we can use the same army graphics for isometric and top-down views. If this isn't true then we need to double the number of units I figured below. My take is that the top-down people won't care that much if the units are slightly smaller than ideal for the map diamonds.
General graphics for the map. Have different zoom levels for the map giving something like graphics at 90x90, 40x40, and 10x10 pixel scales.
As to layering in the display I'd say (and this is subject to change)
-base terrain
-rivers / canals (would like flow direction for rivers, maybe like Civ1 did it)
-roads / RR
-civ borders
-special resources (rare) [maybe 20 images]
-units [see below]
-fortifications (so unit appears in fort...)
Base Terrain Types:
- grassland
- plains
- desert (both sands and ice)
- tundra
- jungle
- woods
- hills
- mountains
- swamps
- lake
- ocean
So we have something like 13 terrain types at 3 resolutions giving about 40 images here.
3) that there be a limited number of army group, and naval counters...
Since the graphical units actually represent MIXED armies, we should stick to a few images representing all the army groups on the map. We could maybe have for each age/region of the world an infantry army counter (used for garrisons too) and a combined army counter. We would then give the different sides distinct shield or flag colors using alpha-channeled techniques. We should flesh it out by drawing several alternatives for different cultures / epochs. The armies would have to have numbers on them since we don't want to need to do 35 distinct army graphics.
Number of army group images would be: 2 (infantry and combined) x 5 (epochs) x 2+ (occidental, oriental, maybe more) x2 (90 res and 40 res) = 40 images.
4) An 'eye candy' graphic that will display the selected army as arrayed for battle
For the battle-line view portraying the selected army I think we can go all-out and do TIF graphics at 16bit.
On the overview map, you have the standard army images. But when you select one, there would be a window giving detailed information and a graphic for the selected army.
I think images of the right number of each unit type should be laid out in a battle line on the appropriate terrain. So an ancient army would be laid out with infantry /ranged units mostly in the center and flanked by cavalry. These unit graphics would also be used in the tactical combat system if / when we do it.
The graphics proposed as an absolute minimum list are (one oriental and occidental for each in 1-7, possibly allowing for an alpha mask for skin color):
1. stone age warrior
2. Iron age armored infantry (prob need bowmen too)
3. ancient ship
4. ancient / medieval horse
5. musketeer
6. ship with cannons
7. gunpowder cavalry
8. early rifle infantry (probably cannon also)
9. marine
10. destroyer or battleship
11. tank
12. plane
(If we can afford it I would like to at least double the size of this list to fill in some of the big gaps, but this would do as a minimum. Suggestions to add to this minimal list are welcome)
Estimate: 20-60 images depending on how much we can expand the list above.
Number 4 is a Lot of work. Is it worth it? I'm sure it is worth it if we do a tactical combat mini-game.
I Know I havent covered it all, but I haven't done too badly for a lunch hour and a 15min break!
Let me Have It!
-Mark
[This message has been edited by Mark_Everson (edited May 20, 1999).]
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