svenskmand {l Wrote}:For the Dungeon Temple could you make the spikes be three instead of 4, one for each kobold that you have in the start. And then turn them more down so they almost touch the container in the middle? Like in the concept art?
svenskmand {l Wrote}:In the animation of the dungeon temple the container has a triangle grid that rotates around it, I think that it should be still and only the inside of the container should rotate/flow around, as it does. The inside of the container holds the keepers physical heart and his soul, so the hearth should be beating and the soul flow around in there. I imagine the inside of the container be greenish/blueish.
svenskmand {l Wrote}:For the portal I do not know yet. But I think that a combination of a portal and vortex might be better, if you keep all of the portal except the green stuff and put in the vortex, with the transparent border that it has. We also need to decide why the portals are there: First I thought about letting each faction control some portals elsewhere, and then they will come to your dungeon. But for that idea to make sense the player must be one specific faction. Which we want to avoid. Another idea would be for all portals to be connected such that each faction have a portal and then creatures will come to the keepers portal if they like his dungeon. The problem with that idea is: what prevents the enemy (other factions) from coming through the portal and destroy your dungeon :S
What do you think would be a good story/plot for how the portals should work?
Skorpio {l Wrote}:svenskmand {l Wrote}:For the Dungeon Temple could you make the spikes be three instead of 4, one for each kobold that you have in the start. And then turn them more down so they almost touch the container in the middle? Like in the concept art?
I tried that first, but it didn't look good. Since you mostly see the building from above, it just looks better when it's more open. And I think the temple is easier accessible with 4 spikes, because the spikes are on the corner tiles and not somewhere between the tiles. Also why can't we have 4 start kobolds?
Skorpio {l Wrote}:svenskmand {l Wrote}:In the animation of the dungeon temple the container has a triangle grid that rotates around it, I think that it should be still and only the inside of the container should rotate/flow around, as it does. The inside of the container holds the keepers physical heart and his soul, so the hearth should be beating and the soul flow around in there. I imagine the inside of the container be greenish/blueish.
I think the color should be changed depending on the team color.
Skorpio {l Wrote}:svenskmand {l Wrote}:For the portal I do not know yet. But I think that a combination of a portal and vortex might be better, if you keep all of the portal except the green stuff and put in the vortex, with the transparent border that it has. We also need to decide why the portals are there: First I thought about letting each faction control some portals elsewhere, and then they will come to your dungeon. But for that idea to make sense the player must be one specific faction. Which we want to avoid. Another idea would be for all portals to be connected such that each faction have a portal and then creatures will come to the keepers portal if they like his dungeon. The problem with that idea is: what prevents the enemy (other factions) from coming through the portal and destroy your dungeon :S
What do you think would be a good story/plot for how the portals should work?
I made an animation of the green portal, too, which looks quite nice. However, I'd need to animate it differently in OD and won't get the same effect as in Blender. For the vortex I could simply use two or more textures which I could let rotate.
Regarding the plot, maybe the keepers and creatures can only access portals if they know their magical code. The portals could work like a fax or stargates.
svenskmand {l Wrote}:For the portal (that you have attached an animation of) could you try and put in the blue vortex instead of the green thing, just to see how it looks?
svenskmand {l Wrote}:Also maybe the stairs could also be round instead of octogonal, and then with space for water between the steps. But very nice
Skorpio {l Wrote}:Andrew, which technique are you using now to add team colors to the models?
Skorpio {l Wrote}:svenskmand {l Wrote}:For the portal (that you have attached an animation of) could you try and put in the blue vortex instead of the green thing, just to see how it looks?
I'll try that later, gotta create a vortex texture first.
Skorpio {l Wrote}:svenskmand {l Wrote}:Also maybe the stairs could also be round instead of octogonal, and then with space for water between the steps. But very nice
What? You want water between the steps? Are you crazy?
andrewbuck {l Wrote}:Skorpio {l Wrote}:Andrew, which technique are you using now to add team colors to the models?
Currently I am using the one where the algorithm looks for a specific marker color in the loaded textures and any pixel of that color gets mapped to the team color. There is also a small range of color "near" the marker color in the colorspace which will also be mapped to a corresponding color "near" the team color so you can do a bit of shading. I don't know that this is the best mechanism but it seems to work alright when I tested it. Currently the only problem is that only the first team to be loaded gets its colors set right. Something about how the materials are being cloned is not working correctly.
-Buck
svenskmand {l Wrote}:Why can you not just use the blue vortex from the image you already created in you first post?
Skorpio {l Wrote}:...
I should have said I'm too tired to animate it. Anyway, I've attached a vortex portal video to this post now.
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