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PostPosted: Fri Jan 18, 2008 7:40 am
by gimil
When can we expect the next update?

PostPosted: Fri Jan 18, 2008 4:28 pm
by DiM
gimil wrote:When can we expect the next update?


don't know. i keep getting stuck on the graphics.
isometric is down. not possible because of the size issues.

now i'm torn between 3 alternatives

1. top down view where all you can see is rooftops (realistic)
2. top down view where streets and non important terits are normal but shops and subs are like icons. so you can actually see the store front instead of the roof.
3. something else.

i'm inclining towards something else :D

PostPosted: Mon Jan 21, 2008 11:05 am
by DiM
here's a new update.
V3 (it's actually v5 i think)

anyway i redid all the graphics done a few changes here and there. put the legend at the top and gave it a blueprint aspect.

now what do i have to do to get some stamps?


Image

PostPosted: Mon Jan 21, 2008 11:07 am
by yeti_c
I'm doing the XML am I?!

Righto!!!

C.

PostPosted: Mon Jan 21, 2008 11:09 am
by DiM
yeti_c wrote:I'm doing the XML am I?!

Righto!!!

C.



ugh. i don't think i asked you 8-[

will you do it? :?

PostPosted: Mon Jan 21, 2008 11:47 am
by yeti_c
DiM wrote:
yeti_c wrote:I'm doing the XML am I?!

Righto!!!

C.



ugh. i don't think i asked you 8-[

will you do it? :?


No worries!!!

C.

PS valid until 2011-02-21 06:01:37 <- Amusing...

PostPosted: Mon Jan 21, 2008 2:28 pm
by DiM
V4
i added terit names. removed the park, and that's about it.

the following terits will start as neutral:
mall - 15
manor - 15
arsonist - 5
subways - 3
shops - 3

each player will start with a home and the rest of the terits will be randomly divided.


Image

PostPosted: Mon Jan 21, 2008 6:32 pm
by DiM
move to main?

do i get some stars?

PostPosted: Mon Jan 21, 2008 6:35 pm
by gimil
Ill revieve in a little while for you, but id rather wait for coleman to get you out of here ;)

PostPosted: Mon Jan 21, 2008 7:23 pm
by DiM
what does a map maker do when he's bored and has no feedback? he starts adding eye candy.

so here's version 5 with eye candy :P

added a few folds and creases to create a 3d aspect to the blueprint :D


Image

PostPosted: Mon Jan 21, 2008 7:36 pm
by Coleman
Oddly enough, I'm not sure I would have wanted to move you pre-eye candy.

As it is... Good luck, I have some other people to move too I believe.

As far as gameplay goes.... I have no clue right now, huge head ache, not from you.

Image

PostPosted: Mon Jan 21, 2008 7:41 pm
by DiM
v5.1
moved the sig
made the text scratchier

Image

PostPosted: Mon Jan 21, 2008 7:47 pm
by DiM
Coleman wrote:Oddly enough, I'm not sure I would have wanted to move you pre-eye candy.

As it is... Good luck, I have some other people to move too I believe.

As far as gameplay goes.... I have no clue right now, huge head ache, not from you.

Image


woohoo i got a star.

as for the eye candy look above.
made some nice horizontal folds, added a corner crease, put shadow underneath the map to make it 3d and made the text scratchy. minor things that add to the feeling.

PostPosted: Wed Jan 23, 2008 12:50 pm
by DiM
yeti_c, could you start the xml?

PostPosted: Wed Jan 23, 2008 1:24 pm
by Lone.prophet
this would be so cool in 3d care to coloberate or whatever the word is?

PostPosted: Wed Jan 23, 2008 1:37 pm
by yeti_c
DiM wrote:yeti_c, could you start the xml?


I'll do the XML when we get to FF... Busy at the mo!

C.

PostPosted: Wed Jan 23, 2008 1:53 pm
by I GOT SERVED
I like the darker shade of blue that was on version 3.

PostPosted: Wed Jan 23, 2008 2:37 pm
by DiM
Lone.prophet wrote:this would be so cool in 3d care to coloberate or whatever the word is?


yeah it would but i tried doing that but it doesn't work.
if it is full 3d then some terits will be hard to see cause they'll be in the back. if it is isometric then visibility will be slightly better but it doesn't fit within the size requirements. i already mentioned this problem.

so i was left with 2 options. do a classic top down view where only roofs can be seen or do something different like the current blueprint.

PostPosted: Wed Jan 23, 2008 2:38 pm
by DiM
yeti_c wrote:
DiM wrote:yeti_c, could you start the xml?


I'll do the XML when we get to FF... Busy at the mo!

C.


ok :D

PostPosted: Wed Jan 23, 2008 2:41 pm
by DiM
I GOT SERVED wrote:I like the darker shade of blue that was on version 3.


yeah but the army numbers are hard to spot on that darker shade

PostPosted: Fri Jan 25, 2008 12:41 pm
by DiM
testing army numbers

Image

PostPosted: Fri Jan 25, 2008 5:33 pm
by InkL0sed
DiM wrote:
Lone.prophet wrote:this would be so cool in 3d care to coloberate or whatever the word is?


yeah it would but i tried doing that but it doesn't work.
if it is full 3d then some terits will be hard to see cause they'll be in the back. if it is isometric then visibility will be slightly better but it doesn't fit within the size requirements. i already mentioned this problem.

so i was left with 2 options. do a classic top down view where only roofs can be seen or do something different like the current blueprint.


Do it so you can see the roofs at least. GTA 2 style.

PostPosted: Fri Jan 25, 2008 6:07 pm
by DiM
InkL0sed wrote:
DiM wrote:
Lone.prophet wrote:this would be so cool in 3d care to coloberate or whatever the word is?


yeah it would but i tried doing that but it doesn't work.
if it is full 3d then some terits will be hard to see cause they'll be in the back. if it is isometric then visibility will be slightly better but it doesn't fit within the size requirements. i already mentioned this problem.

so i was left with 2 options. do a classic top down view where only roofs can be seen or do something different like the current blueprint.


Do it so you can see the roofs at least. GTA 2 style.


sorry but gta 2 style is not possible.
gta 2 had a top down view but also had a moving camera and created the feeling of depth by skewing the view a bit.

look here:

Image

because i have a still camera i can't create the depth and i can't make the side of the buildings to be visible like in gta2. the only way to make the sides visible is to tilt the camera at an certain angle. but if i do that, then the back buildings will be masked by the front buildings. not good.
so i decided on an isometric view with diamod shaped terits instead of squares but that makes the map too big. i would need something like 1200 px to add the same number of terits.

and the only solution was a pure 90 degrees top down view but the problem with that is that you can see only the rooftops. nothing else. and to be honest that's very bland. now ask yourself if you have seen any game where the cities are top down view. i haven't. why? because they are ugly. simple red and grey squares spread along some streets. i wouldn't even have had the possibility to realistically add colours to separate continents.

that's why i chose the blue print. it gives me the ability to squeeze so many terits in a tight space and it can also realistically and nicely represent a map

PostPosted: Fri Jan 25, 2008 6:20 pm
by InkL0sed
but, but... I don't like how this looks either :(

PostPosted: Fri Jan 25, 2008 6:28 pm
by DiM
InkL0sed wrote:but, but... I don't like how this looks either :(


trust me if 3d would be possible i would do it. i already have wasted a lot of hours creating a 3d prison to the smallest detail like the security displays on the doors or the guns on the people only to have to abandon it. if you can convince lack to modify the game interface i can create a 3d city where you can change the view, zoom in out, etc. until then sorry but this stays.

btw here's what type of 3d i'm talking:
Image

found in my life in prison map thread here