[Abandoned] Phantasia Altitudinis

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Re: Phantasia Altitudinis

Postby Seamus76 on Sat Jul 06, 2013 7:18 am

koontz1973 wrote:Thanks Bruce, just waiting for my plate to clear before pushing ahead with this one.

Aren't we all. :D
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Re: Phantasia Altitudinis

Postby AndyDufresne on Mon Jul 08, 2013 2:22 pm

Seamus76 wrote:
koontz1973 wrote:Thanks Bruce, just waiting for my plate to clear before pushing ahead with this one.

Aren't we all. :D

Embrace the gorging, koontz. Dig your face into your place.


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Re: Phantasia Altitudinis [25/8] Page 1/2 Drafting room plea

Postby koontz1973 on Sun Aug 25, 2013 10:56 am

Thanks to everyone for your patience. Lets see where this one takes up then. Small updates made, mainly to graphics but a couple of GP tweaks.
Version 2.
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Re: Phantasia Altitudinis [25/8] Page 1/2 Drafting room plea

Postby Aleena on Sun Aug 25, 2013 12:37 pm

Because of the coastal shading - the land seems to be flying over the water (or map) - not actually part of it...

Love the trees (even though you only seem to have one type) - but when you group them together as a forest - you seem to chop off all the stumps... wood look nicer - if the lowest range of trees with all the forests still have their trunks

water is a little flat - but guess it's ok since it's being used for the legend and you want to insure the legend is easily read...

Like the villages and the brown tower - but the grey castle seems to be dropped on like clip art - maybe a little shadowing by the base... (same thing with pasco and velie's huts..)

Like the wetlands near the coast and the farms around the border near the top and left side.... But the Farmland near mines (center of map) does not seem to have the same style or even the same slanted direction or feel as the rest of the map - these farmlands seem a little off...
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Re: Phantasia Altitudinis [25/8] Page 1/2 Drafting room plea

Postby koontz1973 on Sun Aug 25, 2013 1:11 pm

Aleena wrote:Because of the coastal shading - the land seems to be flying over the water (or map) - not actually part of it...

On my todo list to swap out the colours.
Aleena wrote:Love the trees (even though you only seem to have one type) - but when you group them together as a forest - you seem to chop off all the stumps... wood look nicer - if the lowest range of trees with all the forests still have their trunks

All the trees have thier trunks, just need to look closer. As for the one type, I have four different types of tree on the map.
Aleena wrote:Like the villages and the brown tower - but the grey castle seems to be dropped on like clip art - maybe a little shadowing by the base... (same thing with pasco and velie's huts..)

None of the map has shading on it. That will come (if it does) at a later date when gameplay is more final and graphics will need less of a change around. But none of the buildings (towers, castle, ruins, farms) are clip art.
Aleena wrote:Like the wetlands near the coast and the farms around the border near the top and left side.... But the Farmland near mines (center of map) does not seem to have the same style or even the same slanted direction or feel as the rest of the map - these farmlands seem a little off...

I understand this point, will look into slanting it in the other direction. As for the style of farmland, farms all grow different things and in different ways so the look will stay the same.
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Re: Phantasia Altitudinis [25/8] Page 1/2 Drafting room plea

Postby Aleena on Sun Aug 25, 2013 3:02 pm

Yes, your right the forest trees do have trunks, just hard to see... maybe every other one make darker... Sort of like this:
Click image to enlarge.
image


though even with my quick adjustment it seems lighter then I expected...
probably because of the shading - oh wait you have not done any shading yet... must be the darker grass that blends the trunks out..

just my opinion feel free to see what others think....

You have four different types of trees? I only see the one type with like a green ball top... I must be missing them.... If you mean the forests - well that is basically just blends of greens now, no actual trees stand out... I was referring to the spruce trees that litter the country side...

Did not think any was clip art - just that they look that way - sort of just sits on the map and does not seem to fit - but since you have not done your shading yet... I'm sure this issue will be fixed later on...
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Re: Phantasia Altitudinis [25/8] Page 1/2

Postby koontz1973 on Mon Aug 26, 2013 12:56 am

Fixed the shading problem on the buildings and also added to all the individual trees as well.
Swapped out the seas glow.
Made some trunks darker (not sure why but done anyway).
Fixed some text.
Click image to enlarge.
image
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Re: Phantasia Altitudinis [26/8] Page 1/2

Postby Aleena on Mon Aug 26, 2013 1:24 am

ty and sorry about the extra effort on the forests...

for they still really are not that visible except for the ones in the tiny forest by Twins Duo - those ones I see well..
Not 100% sure why they are not that visible - think it's due to the darker ground - for all you sprucely layout out trees look great.... Well, guess there is no go fix to this issue and if no one else has an issue with it, then I'd just leave it alone....

In the most part it is a very attractive map...
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Re: Phantasia Altitudinis [26/8] Page 1/2

Postby koontz1973 on Mon Aug 26, 2013 2:55 am

Remember, the forests, when looking at them from distance, individual trunks are not really visible anyway. Also, looked at the central farm area as well. No go on swapping them out. Looks weird the other way considering they go the same way as the other farm land.
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Re: Phantasia Altitudinis [26/8] Page 1/2

Postby cairnswk on Mon Aug 26, 2013 2:57 am

koontz, nice start :)
just something i noticed on the graphic side...
if you've got marshland on the coast...should there be an edge to the coastline there...the terrain would dip to the sealine wouldn't it?
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Re: Phantasia Altitudinis [26/8] Page 1/2

Postby koontz1973 on Mon Aug 26, 2013 3:53 am

cairnswk wrote:koontz, nice start :)
just something i noticed on the graphic side...
if you've got marshland on the coast...should there be an edge to the coastline there...the terrain would dip to the sealine wouldn't it?

They are also commonly zoned into lower marshes (also called intertidal marshes) and upper or high marshes, based on their elevation with respect to the sea level.
http://en.wikipedia.org/wiki/Tidal_marsh

Honestly, I have no idea how it would effect the mashland being on top of a cliff. That would all depend on the height of the cliffs would it not? Having the three villages next to the coast (Ora, Iuxta Mare and In Alto), previously I wanted to add the sea routes in using the same style of vessel as Vertex/Austrum but needed the room for the legend, so I had always thought of the cliffs to be not in any way high.

What would be your suggestion if any?
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Re: Phantasia Altitudinis [26/8] Page 1/2

Postby dolomite13 on Wed Aug 28, 2013 3:10 pm

How much do your decays actually decay every turn? ..... I assume a rather large number that's not worth mentioning. As I understand the xml you can set it to decay and amount like 100,000 if you want and that would pretty much cover it. I have seen 30,000+ troops on a territory once. But I don't think their is an easy way to say that a territory decays down to 1 regardless of the number. But I could be wrong.

Why is Mines ==assaults==> Mons one way? and the same question for In Alto and Tumulosus.

+1 for every 6 connected regions seems like it will be rather difficult to code the xml for. I like the idea that you could have 6 territories across the board and not have a bonus. But you may want to reconsider this as you move to xml.

All of the images on the map are soooooo small. I think it may work out better to make your working file a higher resolution like 300dpi and shrink the map to its small size. That way when its time to save it out at a larger size it will look even more fantastic and you will know that all the buildings are completely identifiable at the smaller size. I am now doing that will all maps going forward after Krazy Kingdoms because that was so difficult to get right at the small size.

For the winning condition I almost feel like you should add a sea port to it so they would need to hold "Lord Corelio", "Turris Duo", "Turris Union", and one of these three (In Alto, Iunta Mare, Ora).

I love the script font but it is not all that readable. I believe you can find a decent script style font that is more readable than that one on dafont.com

Just my 13 cents worth :)

=D13=
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Re: Phantasia Altitudinis [26/8] Page 1/2

Postby ViperOverLord on Thu Aug 29, 2013 12:02 am

From a strictly aesthetic p.o.v. this map looks great.

And w/o having really studied the game play dynamics, I do like that there appears to be nuances.
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Re: Phantasia Altitudinis [26/8] Page 1/2

Postby koontz1973 on Thu Aug 29, 2013 12:55 am

dolomite13 wrote:Why is Mines ==assaults==> Mons one way? and the same question for In Alto and Tumulosus.

In the centre you have the last castle ruled over by Lord Corelio, who is a brutal man. So the whole idea behind the map is to destroy him. Hence the one way attacks from Mines to Mons (secret passages used by rebels) and from In Alto to Tumulosus is the only path up the mountain but too dangerous to come back incase Lord Corelio has spies watching. I hope that answers the question, it is all part of the story for this land.
dolomite13 wrote:How much do your decays actually decay every turn?

Extremely high. I believe the xml will read 99999 max but with the size of map, I doubt troops will get over 100000.
dolomite13 wrote:+1 for every 6 connected regions seems like it will be rather difficult to code the xml for. I like the idea that you could have 6 territories across the board and not have a bonus. But you may want to reconsider this as you move to xml.

It is the same for Vertex and Austrum but for them it is only four connected but within a bonus region. This map does not have bonus regions so I needed to make the connections longer so players cannot get huge bonuses until the end game. Also, unlike Vertex/Austrum, this map has a few small bonuses to fight over (towers, farms, villages). As for programming it for the xml, it is very easy to do but it just makes the bonus part of the xml slightly longer than normal but not too long.

The other reason for the bonuses as they are is (and the reason I refer to those maps) Vertex and Austrum. This map is set within the same world as those two. My plan is to keep making maps based on that world zooming in and out of different parts of it.
dolomite13 wrote:For the winning condition I almost feel like you should add a sea port to it so they would need to hold "Lord Corelio", "Turris Duo", "Turris Union", and one of these three (In Alto, Iunta Mare, Ora).

Winning condition now includes a village (not posted the image yet).
dolomite13 wrote:I love the script font but it is not all that readable. I believe you can find a decent script style font that is more readable than that one on dafont.com

A cross from Vertex/Austrum. It works on those maps so it will stay here as well. I just need to tidy it up and is on my list.

Version 3.
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image
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Re: Phantasia Altitudinis [26/8] Page 1/2

Postby dolomite13 on Thu Aug 29, 2013 10:47 am

koontz1973 wrote:
dolomite13 wrote:I love the script font but it is not all that readable. I believe you can find a decent script style font that is more readable than that one on dafont.com

A cross from Vertex/Austrum. It works on those maps so it will stay here as well. I just need to tidy it up and is on my list.


I have trouble reading it there as well. Must just be me. No worries.

=D13=
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Re: Phantasia Altitudinis [26/8] Page 1/2

Postby koontz1973 on Thu Aug 29, 2013 1:08 pm

dolomite13 wrote:
koontz1973 wrote:
dolomite13 wrote:I love the script font but it is not all that readable. I believe you can find a decent script style font that is more readable than that one on dafont.com

A cross from Vertex/Austrum. It works on those maps so it will stay here as well. I just need to tidy it up and is on my list.


I have trouble reading it there as well. Must just be me. No worries.

=D13=

A few said that over that text as well. I do not think it is the font or size but because I have it at that slant. I will look again for a better font as I do like the slant to it. Makes it more unique.
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Re: Phantasia Altitudinis [26/8] Page 1/2

Postby dolomite13 on Thu Aug 29, 2013 2:03 pm

koontz1973 wrote:
dolomite13 wrote:
koontz1973 wrote:
dolomite13 wrote:I love the script font but it is not all that readable. I believe you can find a decent script style font that is more readable than that one on dafont.com

A cross from Vertex/Austrum. It works on those maps so it will stay here as well. I just need to tidy it up and is on my list.


I have trouble reading it there as well. Must just be me. No worries.

=D13=

A few said that over that text as well. I do not think it is the font or size but because I have it at that slant. I will look again for a better font as I do like the slant to it. Makes it more unique.


I like the slant. I have trouble with it at all sizes and orientations. I must just have a mental block against script :shock:

=D13=
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Re: Phantasia Altitudinis [29/8] Page 1/2

Postby koontz1973 on Fri Aug 30, 2013 10:02 am

dolomite, I have made the text here slightly darker. It makes it a lot easier to read and want to see if this helps you before I go about changing all of the text to another script. Just remember, all of the region text is Latin so it is not meant to be read unless you are a doctor. ;)

Would you be happy for me to leave it like this?
Click image to enlarge.
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Re: Phantasia Altitudinis [29/8] Page 1/2

Postby dolomite13 on Fri Aug 30, 2013 11:02 am

koontz1973 wrote:dolomite, I have made the text here slightly darker. It makes it a lot easier to read and want to see if this helps you before I go about changing all of the text to another script. Just remember, all of the region text is Latin so it is not meant to be read unless you are a doctor. ;)

Would you be happy for me to leave it like this?


Oddly that is so much more readable... its odd how making it slightly darker can make all the difference. I checked it on 3 different monitors and my laptop just to make sure and its good across all of them now.

=D13=

:D
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Re: Phantasia Altitudinis [29/8] Page 1/2

Postby koontz1973 on Fri Aug 30, 2013 12:08 pm

dolomite13 wrote:
koontz1973 wrote:dolomite, I have made the text here slightly darker. It makes it a lot easier to read and want to see if this helps you before I go about changing all of the text to another script. Just remember, all of the region text is Latin so it is not meant to be read unless you are a doctor. ;)

Would you be happy for me to leave it like this?


Oddly that is so much more readable... its odd how making it slightly darker can make all the difference. I checked it on 3 different monitors and my laptop just to make sure and its good across all of them now.

=D13=

:D


Excellent. That makes my life so much easier. And thanks for that. Any other points you want to raise before I push for a stamp?
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Re: Phantasia Altitudinis [29/8] Page 1/2

Postby dolomite13 on Fri Aug 30, 2013 12:53 pm

I don't think either of these should hold up the Draft or Gameplay stamps but would probably need to be looked at before a Graphics stamp...

Honestly a dotted line up into the mountain and across the mountain for the two one way connections (similar to the look of a sea route but with an arrow on one and showing direction) and a small path from Mons that ends at the mountains would do a lot to show that connection. Right now your only clue is to read the legend and locate the territories on the map but on the map the only visible clue is a single tiny tunnel entrance.

The little black smudges (I can't tell what they are supposed to be) for Cecidit and Tritus are a bit close to the trees and hard to find them without getting my face up against the screen.

=D13=
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Re: Phantasia Altitudinis [29/8] Page 1/2

Postby koontz1973 on Fri Aug 30, 2013 1:03 pm

dolomite13 wrote:Honestly a dotted line up into the mountain and across the mountain for the two one way connections (similar to the look of a sea route but with an arrow on one and showing direction) and a small path from Mons that ends at the mountains would do a lot to show that connection. Right now your only clue is to read the legend and locate the territories on the map but on the map the only visible clue is a single tiny tunnel entrance.

Will see what I can come up with. Not liking the idea of an arrow but will make sure it is very clear without having to read a legend.
dolomite13 wrote:The little black smudges

Destroyed castles. Not really meant to be anything more than an icon but will make them a bit larger and use this size for the small map.
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Re: Phantasia Altitudinis [29/8] Page 1/2

Postby koontz1973 on Sat Aug 31, 2013 8:56 am

Calling this version 4. The destroyed castles are now in the process of burning. The symbol is a lot larger and should be easier to see considering they decay all troops. Been looking into the arrow/routes situation for the one way attacks. I cannot find one I like so unless anyone has an idea on how to do it without destroying the artwork, I will remove the one way attacks from the map and find a different game play to use instead.
Version 4.
Click image to enlarge.
image
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Re: Phantasia Altitudinis [31/8] Page 1/3

Postby Aleena on Sat Aug 31, 2013 9:42 am

I like the addition of the castles on fire...
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Re: Phantasia Altitudinis [26/8] Page 1/2

Postby cairnswk on Sat Aug 31, 2013 4:46 pm

koontz1973 wrote:
cairnswk wrote:koontz, nice start :)
just something i noticed on the graphic side...
if you've got marshland on the coast...should there be an edge to the coastline there...the terrain would dip to the sealine wouldn't it?

They are also commonly zoned into lower marshes (also called intertidal marshes) and upper or high marshes, based on their elevation with respect to the sea level.
http://en.wikipedia.org/wiki/Tidal_marsh

Honestly, I have no idea how it would effect the mashland being on top of a cliff. That would all depend on the height of the cliffs would it not? Having the three villages next to the coast (Ora, Iuxta Mare and In Alto), previously I wanted to add the sea routes in using the same style of vessel as Vertex/Austrum but needed the room for the legend, so I had always thought of the cliffs to be not in any way high.

What would be your suggestion if any?

Yes you are correct about the marshes. I had not thought about the internal (non-tidal) ones.
if they were along the coast i would expect they were tidally influenced and would either lower the top of the cliff to the sea-level or give them a waterfall as you've done with near "InAlto", or give them a river that leads somewhere. A mixture of terrain might be nice.
Anyway, mute point really if you don't want to change it

Now about the glow around the forests...is that meant to be shade or grasslands?
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