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The final version of the GUI. Oooh, Pretty!
  • Radnen
  • Added: 06/05/2011 02:16 AM
  • Last updated: 04/22/2024 01:48 PM
  • 3189 views

Posts

Pages: 1
Are these buildings re-textured age of kings stuff or are they created from scratch to look exactly the same? either way it looks sweet.
This is really nice-looking.
author=Mr.Nemo
Are these buildings re-textured age of kings stuff or are they created from scratch to look exactly the same? either way it looks sweet.


Made from scratch by my very own 3D artist (my brother). It would have been very hard to re-texture AoK's sprites, as you can imagine it never had multi-story dutch like homes and windmills. :)

But, AoK was indeed a major influence.

Trivia: This screen is our vision after 5 revisions of the player team (much art and blood has been spilled). This revision is most likely going to be the one we keep. :)
This looks amazing. The buildings looks even better than on AoK.
Question: Is there trade workshop, and if so, what does it do? In AoK it's an unbuildable building.
author=Flying_pancake
This looks amazing. The buildings looks even better than on AoK.
Question: Is there trade workshop, and if so, what does it do? In AoK it's an unbuildable building.


We have not put much thought into such a building at this time. The trade workshop I presume may act similar to the factories in Age III, where you would set them to produce resources or a kind of unit every so often.

The reason why the buildings look better comes down to two things:
- A few new advances in rendering technology.
- But mainly, full 32 bit color images.

AoK's buildings graphical detail are still higher than our best games today. Just because they were made 2D, downscaled, and downgraded to paletted 8-bit doesn't mean the source material wasn't any good. ;) (It's why it was 2D, otherwise to render that game in 3D would take a super computer).
One more thing- if you place a unit behind a building of tree, does an outline show up?
author=Flying_pancake
One more thing- if you place a unit behind a building of tree, does an outline show up?


Not yet, but we do have that feature planned. Using the AoK Mod Editor, we were able to dissect their "object" files and see how the game was made. The outlines were separate images that were blurred based on the occlusion of the sprite and the object in front of it.

AoK used some really advanced code, some of the best in the world by far. In fact it's multi-pass pathfinding system hasn't been beaten yet by any other company! :D

So I dunno how far we'll get, but a good solid tech demo is what we are aiming for.
Pages: 1