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Etherel - WIP

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  • replied
    looks great man. its amazing how creative we all can be, and im sure Epic is surprised how much talent is out there

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  • replied
    Thanks for the comment Max Power. The buildings will be different, made ​​of various materials. It will be more space and more diversity. For now I put only those assets that have texture. Location will be much greater. I would describe all the better if I had better write in English.

    Yours

    Leave a comment:


  • replied
    Originally posted by Max Power View Post
    This is a great start.

    A huge factor when creating environments is storytelling. As they are, these buildings look great. However, they all look exactly the same. The only distinguishing features are the signs, which are also the same profile. While a few appear to be uniquely shaped, they are all closely packed with trees, backdrop stones, and other buildilngs. Therefore, the possibly unique silhouettes they do have are negated.

    Each building should have unique features that make it stand-out in some way. I suggest looking at some of the Warhammer Online Empire art, but here's some examples of what I mean: The weapon shop could have an open-air lower level with a blacksmith shop. The magic shop could be adored with all sorts of colorful bottles, different colors coming from the windows, lots of wacky chimneys. The inn could get away with looking mostly the same since an inn is usually a fairly generic, larger building. You could still get away with a lot more interesting facades. It's 'Blue Pig Inn' there could be all sorts of ways to simbolize that.

    Here's some quick links to some wacky war stuff

    Blow Hole (tavern with a ship on the front)
    http://mythicmktg.fileburst.com/war/.../CT1207_46.jpg

    Screaming cat tavern
    http://wire.ggl.com/wp/wp-content/up...n_screamin.jpg

    Mastiff's End (tavern with a dog's butt on the entrance)
    http://mythicmktg.fileburst.com/war/.../CT1207_47.jpg


    Secondly, give everything a lot more breathing room. Clear out some trees, space out the buildings, push those rock walls back, and so on. Give them all enough space so that the player can look directly at the facade of the building and clearly read the silhouette. This will hellp the user navigate the village as they can maintain a mental picture of important locations. It'll also give you a lot more wiggle room for things to do, adding quests/events and overally giving the player more room to explore.
    Thanks for the comment. The buildings will be different, made ​​of various materials. It will be more space and more diversity. For now I put only those assets that have texture. Location will be much greater. I would describe all the better if I had better write in English.

    Yours

    Leave a comment:


  • replied
    This is a great start.

    A huge factor when creating environments is storytelling. As they are, these buildings look great. However, they all look exactly the same. The only distinguishing features are the signs, which are also the same profile. While a few appear to be uniquely shaped, they are all closely packed with trees, backdrop stones, and other buildilngs. Therefore, the possibly unique silhouettes they do have are negated.

    Each building should have unique features that make it stand-out in some way. I suggest looking at some of the Warhammer Online Empire art, but here's some examples of what I mean: The weapon shop could have an open-air lower level with a blacksmith shop. The magic shop could be adored with all sorts of colorful bottles, different colors coming from the windows, lots of wacky chimneys. The inn could get away with looking mostly the same since an inn is usually a fairly generic, larger building. You could still get away with a lot more interesting facades. It's 'Blue Pig Inn' there could be all sorts of ways to simbolize that.

    Here's some quick links to some wacky war stuff

    Blow Hole (tavern with a ship on the front)
    http://mythicmktg.fileburst.com/war/.../CT1207_46.jpg

    Screaming cat tavern
    http://wire.ggl.com/wp/wp-content/up...n_screamin.jpg

    Mastiff's End (tavern with a dog's butt on the entrance)
    http://mythicmktg.fileburst.com/war/.../CT1207_47.jpg


    Secondly, give everything a lot more breathing room. Clear out some trees, space out the buildings, push those rock walls back, and so on. Give them all enough space so that the player can look directly at the facade of the building and clearly read the silhouette. This will hellp the user navigate the village as they can maintain a mental picture of important locations. It'll also give you a lot more wiggle room for things to do, adding quests/events and overally giving the player more room to explore.

    Leave a comment:


  • replied
    wow, that looks great. Keep up the good work and I can't wait to see more

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  • replied
    looks fantastic, fable has a new competition now lol. keep up the good work, cant wait to see more.

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  • replied
    Big plans eh :O
    Sounds good!

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  • replied
    Originally posted by DuckSauce View Post
    Very nice

    What are your plans with this level? Just a hobby project or you have something in mind for it?

    I do not have publishing plans;]. I am doing everything myself I do not know about programming. What you see is about 5% of the work. The plan is still about 10-12 buildings, barrels, boxes, well, a bridge, ship, animated animals, and many others.

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  • replied
    Looks amazing man, keep it up! Will keep a close eye on this one.

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  • replied
    hey, looks great

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  • replied
    Very nice

    What are your plans with this level? Just a hobby project or you have something in mind for it?

    Leave a comment:


  • replied
    Thanks. Soon the next larger update.

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  • replied
    Wow, very nice! I'm a critical bast@rd and I have no complaints! Keep it up, everything looks fantastic.

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  • replied
    Small update. Signs for buildings and a wooden cart.







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  • replied
    This should be ported to the iphone

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