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Re: Colony Visual Design Concepts

#61
Talvieno wrote: For a game other than LT, I'd love it, but we don't have thruster smoke in LT, and I doubt we're going to be attaching large tanks of fuel to our ships to get them into space... cool as that would be.
Its quite likely that starting spaceships would leave vapour trails on their way up, as the low pressure region right behind the supersonic craft would cause air humidity to condense.

On top of that we can apply artistic freedom and make some nice whitectrails behind starting ships
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Re: Colony Visual Design Concepts

#62
Cornflakes_91 wrote:
Talvieno wrote: For a game other than LT, I'd love it, but we don't have thruster smoke in LT, and I doubt we're going to be attaching large tanks of fuel to our ships to get them into space... cool as that would be.
Its quite likely that starting spaceships would leave vapour trails on their way up, as the low pressure region right behind the supersonic craft would cause air humidity to condense.

On top of that we can apply artistic freedom and make some nice whitectrails behind starting ships
Hm. :eh: Said like that, how could I possibly dislike the idea? :) It sounds incredible. I hope it gets put in... and even if it isn't, I'm sure there'll be some sort of script function we can change to simulate it.
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Re: Colony Visual Design Concepts

#63
*Casts Necromancy Spell*

Cities should be procedurally generated of course we've nailed this down and its pretty much confirmed at this point, but there needs to be some variety - like building materials and window tinge colour and types of vehicles flying around (:D) and etc.

With the announcement of colony cultures in the newest update, I'd love to see cities coincide with their culture by mixing various 'instructions' on architecture that depend on culture.
For example *prepares list*:

Aggressive - The more aggressive a culture is, the more pointier its buildings will be. Zero aggression would be reflective of perfectly round, soft edge buildings.

Creative - The more creative, the more statues, the more colour and decoration a city would have, the more variation, etc. Zero creativity would resemble something akin to Soviet-Style Apartment Block repetition.

Explorative - I feel like explorative means... being relatively new? being recently established on its own frontier? More explorative, more trees/fauna and general wildness. No explorative would be industrial pollutant haven.

Greedy - I associate greed with commercialism. More greed, more commercials - electronic billboards on the side of buildings, neon lights everywhere (perhaps even written in a procedurally generated substitution-code language like what Josh did with the icon generator that one time), blimps and other forms of advertising on the city surface. Zero greed would be more orderly, with not as much advertising if any at all.

Intellectual - More random things on buildings, like satellite dishes or radar or pipes. Maybe sci-fi elements - like if a city has a high enough intellectual rating, it might magically become a flying city (See picture)!

Lawless - The more lawless, the more gritier and darker and slumier and more run down the buildings may appear. Zero lawless would see a city that is bright, clean, practically straight from the dishwasher with a diamond level shine.

Sociable - Perhaps this could judge how close buildings are together? I can't think of anything social lol.

----

Ratchet and Clank had great opening shots for its levels, so I'm going to use those for referance:
Spoiler:      SHOW
A city that is low in lawlessness, mid on creativity, some aggressiveness: Image A high intellectual city, low aggressiveness, high creativity: Image A city with high creativity, mid explorative: Image Image A clean, crisp city with some 'procedural language' (; Image
I'll stop with the image spam now xD
Last edited by HKY09 on Wed Oct 08, 2014 9:58 pm, edited 1 time in total.
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Re: Colony Visual Design Concepts

#66
Hmm, not sure thee idea was mentioned before, but I think that colony generation should be:

A. Functional
B. Dynamic

Functional means that colony is not generated in a fully random fashion from a seed and a bunch of multipliers, but rather that each element (each building, for example) is generated randomly but with a function in mind. So you'll have living spaces, shops, factories, mines and whatnot. And then, depending on the colony's traits and economy, those modules are thrown together and connected via roads, walkways etc. Tech level should influence the degree of futuristic look and availability of certain functional modules.

Dynamic means that functional modules can be de-constructed, and a new functional module built in its place - for example, when tech level becomes higher or the colony experiences changes in its economy (e.g. when ore mines are depleted, it may switch to services and generally fall into disrepair and obscurity).

Of course, that's a lot of coding :D
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Re: Colony Visual Design Concepts

#67
Because I have no life ( ;) ), I decided to draw a concept of what I mean using the culture traits shown on update #20 to further refine what I mean.

The picture would be better, but I don't have access to my usual sketching tools, so paint.net would have to do for now c:
Brucano Nine - High aggressiveness, high creativity, high greed, mid explorative, mid lawless, high intellectual, little sociable
Spoiler:      SHOW
Image
Kinda reminds me of how Freelancer did it.
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Re: Colony Visual Design Concepts

#68
outlander4 wrote:Hmm, not sure thee idea was mentioned before, but I think that colony generation should be:

A. Functional
B. Dynamic

Functional means that colony is not generated in a fully random fashion from a seed and a bunch of multipliers, but rather that each element (each building, for example) is generated randomly but with a function in mind. So you'll have living spaces, shops, factories, mines and whatnot. And then, depending on the colony's traits and economy, those modules are thrown together and connected via roads, walkways etc. Tech level should influence the degree of futuristic look and availability of certain functional modules.

Dynamic means that functional modules can be de-constructed, and a new functional module built in its place - for example, when tech level becomes higher or the colony experiences changes in its economy (e.g. when ore mines are depleted, it may switch to services and generally fall into disrepair and obscurity).

Of course, that's a lot of coding :D
I agree. It should be functional, like how Freelancer does colonies.
Dynamic, I also agree - Josh has confirmed that we will be able to build certain facilities on a planet... I'm not sure how these would function with colonies.
Last edited by HKY09 on Thu Oct 09, 2014 3:09 am, edited 2 times in total.
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Re: Colony Visual Design Concepts

#70
Talvieno wrote:I very much like this idea - coupled with the stuff I posted on the first page, I think it would make for very meaningful procedurally-generated cities. :) I actually kind of wish I could work on it myself now.

For "sociable" - perhaps more ads/billboards/street signs? :P
Exactly! Maybe sociable can be more reflective of a more 'modern' colony - accepting, liberal, eco friendly, etc.
Why not give it a try. Sketching programs are only a click away. c:
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Re: Colony Visual Design Concepts

#73
I put this together a while back but forgot to post it.

DEFINING FACTORS
Atmosphere
Temperature
Buildzone flatness
Proximity to water
Colony size
Past colony size (max size in the past)
Environmental hostility
Tectonic hostility
Colony age
Colony war history
Colony manufacturing history
Colony trade history
Allied faction count
Total planet population
AGGRESSIVE
CREATIVE
EXPLORATORY
GREEDY
INTELLECTUAL
LAWLESS
SOCIABLE




INFRASTRUCTURE
City Sprawl: colony size, -environmental hostiliy, EXPLORATORY
Building spacing: -colony size
Building count: colony size
Statues: Colony age, CREATIVE, INTELLECTUAL
Abandoned buildings: (past colony size - current colony size), GREEDY, LAWLESS
Burned/destroyed buildings, craters, rubble: colony war history, AGGRESSIVE, -INTELLECTUAL
Parks: CREATIVE, -environmental hostility, EXPLORATORY, INTELLECTUAL, -GREEDY

BUILDING MODELS
Building Height: -atmosphere, buildzone flatness, proximity to water, colony size, -tectonic hostility, GREEDY, INTELLECTUAL, (median temperature)
Building type disparity: allied faction count, CREATIVE
Building curves: CREATIVE, -AGGRESSIVE
Jagged edges: AGGRESSIVE
Structural tech: INTELLECTUAL
Industrial buildings: Colony manufacturing history, colony age, -EXPLORATORY
Commercial buildings: Colony trade history, GREEDY, -EXPLORATORY
Wall Thickness: Temperature, Environmental Hostility, Tectonic Hostility, -atmosphere

EMBELLISHMENT
Supporting struts: tectonic hostility, environmental hostility, -buildzone flatness
Aboveground walkways/roadways between buildings: environmental hostility, -tectonic hostility, SOCIABLE, INTELLECTUAL
Walkway/roadway enclosure: -atmosphere, environmental hostility
aboveground roadways: colony size, total planet pop, SOCIABLE
roadway curves: GREED, INTELLECTUAL
Landing pads: colony trade history, SOCIABLE, EXPLORATORY
Pillars: INTELLECTUAL, CREATIVE
Radar dishes, antennae: SOCIABLE, INTELLECTUAL
Ads on buildings, signs: SOCIABLE, GREEDY

BUILDING TEXTURE
Building color disparity: allied faction count, INTELLECTUAL, CREATIVE
Windows: atmosphere, -environmental hostility, EXPLORATORY, CREATIVE, SOCIABLE
Aging Textures: Colony age, environmental hostility, LAWLESS
Texture grittiness/darkness/dullness: colony age, LAWLESS
Red: LAWLESS, AGGRESSIVE, -INTELLECTUAL, -SOCIABLE
Yellow: INTELLECTUAL, GREEDY, SOCIABLE, CREATIVE, -AGGRESSIVE, -LAWLESS
Blue: -AGGRESSIVE, -LAWLESS, INTELLECTUAL

LIGHTING
Light count: (past colony size - current colony size), INTELLECTUAL, EXPLORATORY, SOCIABLE
Darkened building tops: Colony age, (past colony size - current colony size), LAWLESS, AGGRESSIVE, GREEDY
Darkened streets: (past colony size - current colony size), -SOCIABLE
Colored/flashing lights/signs: LAWLESS, GREEDY, SOCIABLE, -INTELLECTUAL
Colored lighting: SOCIABLE, CREATIVE
Contrast: LAWLESS
Strobe lights: SOCIABLE, GREEDY

ENVIRONMENT
Perspective shallowness (from isometric-like to bottom-up): city size, -colony trade history, EXPLORATORY
fog: colony age, -SOCIABLE, colony manufacturing history, environmental hostility, atmosphere
Last edited by Talvieno on Tue Oct 21, 2014 11:36 am, edited 5 times in total.
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