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Re: Colony Visual Design Concepts

Posted: Mon Oct 20, 2014 8:26 am
by N810
Lol, you forgot Biome,
(desert, lava, mountain, forest, swamp, plains, hills, river, ocean, airless rock, ect...) :squirrel:

Re: Colony Visual Design Concepts

Posted: Tue Oct 21, 2014 8:18 am
by Talvieno
I covered environmental hostility, tectonic hostility, rivers, and atmosphere... I could cover a few more. The idea behind the whole thing is that it's versatile, and you don't need to make a new algorithm just to cover a new planet type.

I suppose I should've added "temperature". No clue what to do for "ocean"... lol



HKY09 - Nope. No examples. I'd REALLY like to see it in action, but at this point it would be a bit difficult to throw anything together quickly. At least for me... you've seen my work and how much of a perfectionist I am. :P

Re: Colony Visual Design Concepts

Posted: Tue Oct 21, 2014 8:27 am
by N810
For ocean I was thinking of something like... Image

Re: Colony Visual Design Concepts

Posted: Tue Oct 21, 2014 8:31 am
by Talvieno
Ahhhhhh. Atlantis. Well, that would be simple enough - you just "build" the city over the water, and instead of parks? Open ocean. Ditch the trees, I guess - unless you want to do an interesting mix and have parks + open ocean patches.

With this picture something else interesting emerges: Triangular city blocks. Though... as to what factors would create these, I'm not sure.

Re: Colony Visual Design Concepts

Posted: Tue Oct 21, 2014 8:33 am
by N810
I think Josh has radial symetry figured out... (Node interface) ;)

Ps. oh I was thinking... this would make for some great street layouts for the more Agressive/independant colonies http://en.wikipedia.org/wiki/Voronoi_diagram
I've seen Voronoi noise used on other fractal/procedural programs.

Re: Colony Visual Design Concepts

Posted: Tue Oct 21, 2014 8:39 am
by Talvieno
True enough. :D

I updated the post. To be honest, I'm surprised nobody swooped in and said, "Why the heck did you put X for Y?!" That was actually something I'd fully expected. lol

Re: Colony Visual Design Concepts

Posted: Sun Jun 28, 2015 11:45 am
by Talvieno
Arise, forgotten thread from ages past! :ugeek:

Cornflakes is considering the idea of a mod where you can do this - for an entire city, fully FPS-walkable.

Re: Colony Visual Design Concepts

Posted: Sun Jun 28, 2015 12:21 pm
by Cornflakes_91
holy crap, im thinking loud about something for about 2 minutes and instantly i get called a mod dev :P

Re: Colony Visual Design Concepts

Posted: Sun Jun 28, 2015 12:42 pm
by Talvieno
Hmm, good point. Come to think of it, I haven't actually seen you create anything code-wise... :D

(i.e. - I am urging you to create something code-wise)

Re: Colony Visual Design Concepts

Posted: Wed Jan 20, 2016 6:12 pm
by Talvieno
'twas mentioned in IRC. I bring to you a thread bump.

Re: Colony Visual Design Concepts

Posted: Sat Jan 30, 2016 9:07 am
by Charley_Deallus
I present before you...a snow poff.

Re: Colony Visual Design Concepts

Posted: Sat Jan 30, 2016 11:01 am
by Talvieno
I feel like I should get this... but I don't. :P If you meant to link an image, I think you forgot to.

Re: Colony Visual Design Concepts

Posted: Mon Nov 06, 2017 6:13 am
by Hyperion
Some nice internet finds :)
Spoiler:      SHOW
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Re: Colony Visual Design Concepts

Posted: Mon Nov 06, 2017 7:11 am
by Talvieno
Hyperion, you've outdone us all. :D This pleases me very greatly. I was always really big on pretty colonies.

Re: Colony Visual Design Concepts

Posted: Mon Nov 06, 2017 9:07 am
by Victor Tombs
Yes, these are superb, Hyperion.

Unfortunately, I can't recall what was decided on as far as colonies are concerned. How much detail are we going to get? It's a certainty we won't be getting the rich canvas that we see in SC. Perhaps we will get something similar to Freelancer without the character models but maybe some flying objects. All I remember being shown was a basic visit to these places in an early concept that Josh had for planet-based establishments. It consisted of arriving on a planet with maybe (or maybe not) a touch of atmospheric flying and landing outside these structures. His game mechanic for entering was based on a similar idea that Freelancer used but with a little extra variety in the places you could visit.

These are great backdrops for that activity, Hyperion, but I'd love to have some further detail about the idea the LT Team has for this part of the game.

Has it changed, have I missed some revelations concerning this aspect of the game? :?

I'm not in the loop anymore so I know as much as anyone who cares to visit these forums. :angel: