Research & Conquer [24 Oct 2013] V37 pg 103

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Re: Research & Conquer [1 Dec 2012] v18 Pg 84

Postby ender516 on Sun Dec 02, 2012 2:19 pm

koontz1973 wrote:Would you like back into the fray or left here?

This made me think of Bugs, Daffy, and Elmer. Would you like him to shoot you now, or wait till he gets you home?
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Re: Research & Conquer [1 Dec 2012] v18 Pg 84

Postby -=- Tanarri -=- on Tue Dec 04, 2012 7:04 pm

I don't have time to properly comment on this; however, a few brief notes regarding the design:

* The landscape looks nicer, perhaps if a few grey dots were added to the tan area, it would help add some extra texture? Looking great though :)
* I assume the instructions will be added later?
* The colour matching in the tech titles appears to be mostly gone and I think that helped make it clearer as to what was required for what getting the advanced techs
* The purple/pink color coding for the conscription techs is difficult to read on the current background.
* All the mine and capital symbols have gone missing from the map
* The new font face and colour are easier to read, nice work :)

If I notice anything else, I'll let you know, but hopefully this helps get the ball rolling :)
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Re: Research & Conquer [1 Dec 2012] v18 Pg 84

Postby isaiah40 on Tue Dec 04, 2012 8:19 pm

-=- Tanarri -=- wrote:I don't have time to properly comment on this; however, a few brief notes regarding the design:

* The landscape looks nicer, perhaps if a few grey dots were added to the tan area, it would help add some extra texture? Looking great though :) Thank you.
* I assume the instructions will be added later? Yes they will be.
* The colour matching in the tech titles appears to be mostly gone and I think that helped make it clearer as to what was required for what getting the advanced techs I get it clearer once I get working on that part.
* The purple/pink color coding for the conscription techs is difficult to read on the current background. That will be changed
* All the mine and capital symbols have gone missing from the map They will be added back in once I find good icons to use
* The new font face and colour are easier to read, nice work :) And again thank you!

If I notice anything else, I'll let you know, but hopefully this helps get the ball rolling :)
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Re: Research & Conquer [1 Dec 2012] v18 Pg 84

Postby -=- Tanarri -=- on Wed Dec 12, 2012 9:42 pm

Hi Isaiah,

I just noticed East, SouthEast, and West homelands don't have the colours around them to help differentiate them from the other territories. Also, how are the numbers going to fit into the dial area? If the dials can be figured out properly, I think they'll end up making the map look better, since it breaks up the columns of techs. That`s it for now, but I`ll post more as I`m able to find time to take a look over the map.
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Re: Research & Conquer [1 Dec 2012] v18 Pg 84

Postby isaiah40 on Wed Dec 12, 2012 11:49 pm

-=- Tanarri -=- wrote:Hi Isaiah,

I just noticed East, SouthEast, and West homelands don't have the colours around them to help differentiate them from the other territories. Also, how are the numbers going to fit into the dial area? If the dials can be figured out properly, I think they'll end up making the map look better, since it breaks up the columns of techs. That`s it for now, but I`ll post more as I`m able to find time to take a look over the map.

The colors will be worked on, and the 888's fit on nicely on both sizes, but I'll double check again to make sure. Here's a quick update!
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Re: Research & Conquer [12/12/12] v19 Pg 86

Postby -=- Tanarri -=- on Thu Dec 13, 2012 4:27 am

Looking really good, good work :) The colours look like they match quite well.

Is this the small map version or the large map? If this is the large map and you'll need to shrink it down, then there's a few of the 888's that look like they may be a bit tight.

Just a brief note for Open Conscription, I believe with some updates to the XML that happened a year or so back, we'll be able to have the bonus be +1 for every 2 territories instead of the +3 for every 6. The former was changed to the latter when we found the XML got overbloated, but now the XML has changed so we should be able to go back to +1 for every 2.
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Re: Research & Conquer [12/12/12] v19 Pg 86

Postby isaiah40 on Sat Jan 12, 2013 11:34 am

I will have an update by Monday Jan 14th!!
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Re: Research & Conquer [12/12/12] v19 Pg 86

Postby RedBaron0 on Sun Jan 13, 2013 12:15 am

Make it snappy. :P
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Re: Research & Conquer [12/12/12] v19 Pg 86

Postby isaiah40 on Mon Jan 14, 2013 9:07 pm

Okay, finally another update.

- redid the landscape a bit
- added in the instructions
- tweaked the region borders and moved some of the region names
- tweaked the brass plates

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Re: Research & Conquer [14 Jan 2013] v22 Pg 86

Postby RedBaron0 on Sun Jan 20, 2013 8:49 pm

The rest of the landscape likely will need more of your texturing, I feel the too 2 corners are extremely bland and textureless in comparison to the rest of the map.
You've got a long way to go with the plates, the text really seems to be on them, rather than engraved into them. And not only that the text is often infringing on the screws in some cases... which will absolutely not fly.
The whole background is just... meh, gives me no illusion of a electronic-type panel what-so-ever.
I also think the "screen" should have a bit of static/hazyness of a 60's/70's era screen.

You've probably answered this at some point, but I just wanna be sure, this is a 6 players(or less) only map?
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Re: Research & Conquer [14 Jan 2013] v22 Pg 86

Postby isaiah40 on Tue Jan 22, 2013 10:23 pm

Here's another quick update.
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Re: Research & Conquer [23 Jan 2013] v23 Pg 86

Postby isaiah40 on Sat Jan 26, 2013 3:27 am

I fiddled with some of the rusty brass plates and the text on them.
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Re: Research & Conquer [26 Jan 2013] v24 Pg 86

Postby RedBaron0 on Mon Feb 04, 2013 12:17 pm

Kinda like National Pride and Deep Mining also looks pretty good.
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Re: Research & Conquer [26 Jan 2013] v24 Pg 86

Postby -=- Tanarri -=- on Mon Feb 18, 2013 4:12 am

I have to say the map graphics are starting to look much, much better than they were previously. Great work Isaiah! Here's a few thoughts on the current version of the map:

- I like how the Standing/Mobilized Army and Conscription researches looked in the previous version compared to the current version. The current version's colours don't match the rest of the graphics well at all. The orange and dark cyan colours seem to match much better

- The new borders and territory names on the map look better. Good work :)

- I can't think of a way to fix this, but the names for Oliver, Tacktix, and yourself are pretty small and hard to read. If there's some way to make them a bit bigger, I think it would be nice to have your guys' names be a bit more legible.

- Standing Army looks like it's touching the screws. The font size might need to get knocked down .25 or .5 in size or the kerning (or whatever the space between letters is called) getting knocked down a fraction may work as well. The Standing Army in the previous version seems like it was a good size, if that helps.

- Mining also has the same problem with "Mining" and the mine icon touching the screws.

- Deep Mining - Do you guys think the explanation needs to expressly state "Doubles mining bonus" or is the current description good enough? I think that it's pretty obvious what it's saying right now, but I fear I'm too close to the development of this map to be unbiased.

- It would be nice if the mine icons could make it back onto the map sometime in the next few revisions so we can make sure they look good and are positioned well on the map.

- Not sure about this one, so getting some feedback from someone else would be nice, but the bottom mountains, particularly the one on the right, may be able to use some extra shading to make it clear that it's a mountain.

- On the same note, do impassables have to be listed in the legend or are mountains and rivers such a given around the site that they don't need to be expressly stated?

And just as a side note in case I manage to forget later on, there's a few glitches in the code that I brought up forever ago that should get resolved once we get back to the XML part of map design. If someone wants to make a note that there's existing issues, then I'll go hunting for the original post when we get to that point.

I think that about covers everything I can think of. I have to say it's nice to see the progress on the map start picking up. With the free speed games, once this map gets released it may just get me back to Conquer Club :)
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Re: Research & Conquer [26 Jan 2013] v24 Pg 86

Postby isaiah40 on Fri Feb 22, 2013 10:30 pm

Thank you for your comments Tanarri!

Here is an update!
- Selector knobs are done and all the text engraved into the plates.
- Colors of the text have been due to them not passing the color blind test. Though if any color blind players have problems they can be tweaked some more. Yea I know the green stands out, but it passes the color blind test.
- Sigs have been moved and enlarged
- Reduced the size of the bridges a tad bit
- Increased the opacity of the region borders so they blend in with the map a bit more

Things to do:
- Tweak the mountains some more
- Add in mining icons and capitals (stars)
- Redo the screws on the plates and TV screen
- and i can't think of anything else at the moment

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