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A New and Improved Thyden Harbour:

  • Elder71
  • 05/10/2015 12:10 PM
  • 1866 views
A New and Improved Thyden Harbour

Sorry that updates are getting fewer and further between - we're in the last stages of polishing up for our Kickstarter Campaign and there's a kind of temporary drought of new things to show.

Anyhow, here's a new version of Thyden
(incomplete - there are still a few layers of detail to add, shadows to correct and animated features to implement - such as the "Directory Boards" which will fizz and flicker a bit like old TV screens).



Something about the original struck me as wrong/poor, so I decided to redesign it. I'm much happier with the new direction.

One of the things I want to do in OMNIS is make North, South, East and West (in-world) fixed to Up, Down, Right, Left (in-game) in terms of orientation. In sticking to this principle, Thyden is a little tricky, since it slopes up a cliff face and currently we don't have diagonal movement.

In the finished game, the mezzanine streets at the bottom of the image will be smooth slopes rather than tiered. For now, having flights of stairs to create a kind of 'zig-zagging' effect is the only way to simulate an incline.

NOTE
The bazaar is closed, which is why most of the stalls have their shutters down and why all have zero stock on their shelves. This area will feature in the Kickstarter Vid when it's night and when it's pounding with rain, which are less than ideal conditions for browsing the local market. In the full game, you'll get every chance to browse the stalls during the day time at your leisure.

"Thyden Bazaar, where more than Weapons, Armours and Items are for sale!"



S.E

Posts

Pages: 1
Hey Stephen, it's been a while! Just chiming in to see how you're doing! Good job on the redesign. Though the slope-like rows on the left and right sides look a bit disorienting.

If it's a constructed (as in, non-natural) downward slope, you can make it clearer, smoother and maybe add some shadows, signs or symbols to convey orientation a little better.

The way it is now, the rows look like both walls and levels and it's a bit odd! You can search for pictures of cliff towns and areas similar to Thyden, to gain some perspective and ideas on how to design it.
author=Vegnarus
Hey Stephen, it's been a while! Just chiming in to see how you're doing! Good job on the redesign. Though the slope-like rows on the left and right sides look a bit disorienting.

If it's a constructed (as in, non-natural) downward slope, you can make it clearer, smoother and maybe add some shadows, signs or symbols to convey orientation a little better.

The way it is now, the rows look like both walls and levels and it's a bit odd! You can search for pictures of cliff towns and areas similar to Thyden, to gain some perspective and ideas on how to design it.


Long time no speak fella!

One of the problems with this image is that the lack of a vanishing point's influence on perspective becomes far too noticeable when viewing a map all at once.

I've since added a few details that hopefully make things clearer and, though this is maybe a total cop-out, players won't visit this map until the full-game-version and by then we'll have arranged a 'moving diagonally up and down' type feature, so it can feature actual slopes rather than just simulated ones.
author=Elder71
Long time no speak fella!

One of the problems with this image is that the lack of a vanishing point's influence on perspective becomes far too noticeable when viewing a map all at once.

I've since added a few details that hopefully make things clearer and, though this is maybe a total cop-out, players won't visit this map until the full-game-version and by then we'll have arranged a 'moving diagonally up and down' type feature, so it can feature actual slopes rather than just simulated ones.


Yeah I figured that looking at it at once made it more noticeable but I thought that it was still worthwhile to take a look at it so I mentioned it anyway! But if you're going to add diagonal movement, then maybe it won't be as bad if you can use actual slopes.
author=Vegnarus
author=Elder71
Long time no speak fella!

One of the problems with this image is that the lack of a vanishing point's influence on perspective becomes far too noticeable when viewing a map all at once.

I've since added a few details that hopefully make things clearer and, though this is maybe a total cop-out, players won't visit this map until the full-game-version and by then we'll have arranged a 'moving diagonally up and down' type feature, so it can feature actual slopes rather than just simulated ones.
Yeah I figured that looking at it at once made it more noticeable but I thought that it was still worthwhile to take a look at it so I mentioned it anyway! But if you're going to add diagonal movement, then maybe it won't be as bad if you can use actual slopes.


Having said all of that, I haven't actually 'plugged it in' and tested it yet, so there may be significant issues to fix once I've explored this map in-game.
author=Elder71
Having said all of that, I haven't actually 'plugged it in' and tested it yet, so there may be significant issues to fix once I've explored this map in-game.


So it's still pretty fresh. Take it for a test drive then and you can update the blog with the new version.
Instead of posting a static image of the whole map, I think I'll post a video of me wandering around and such. That'd give a much better idea.
Pages: 1