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Fiera
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Proud Member of the Spanish Gang
Mar 2000 time: 06:13
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Lord God Jinnai,
here are the replies to your comments on the previous thread:
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I guess it really depends on the unit. For human character units, i'd say go with bright colors for some things, but when using things made from metal or wood, only make the highlights bright.
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Aha, sorry, I guess I didn't express myself clear when I said that the units should have bright colors. It's quite clear that the units can't be "just" bright, they need also dark parts, so I think the right concept it's to show the units with a great contrast, as opposed to the terrain graphics, which will have low contrast. That will make the terrain stay as background, and the units "come" to the foreground, which is my original idea.
quote:

For ships, no (although highlights are good). They should still be moderate to contrast with both the shallow and deep sea areas. For modern units, it will depend on what they are. Planes I'd say bright/moderate and tanks and stuff. dark with highlights in moderate colors.
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Well, I'd say that ships should be highlighted to be told apart from the sea too, but all those are things that need to be tested.
quote:

Also something you may want to consider is putting differnt layers for some things so that say there is a forest, it might cover a little of the unit in the front part instead of it looking like the unit is more or less floating above the forest. Same thing with cities...its just a thought.
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Yes, that's a very interesting idea indeed, but I'm afraid that the different scale between man figures and other objects such as buildings or trees would make things look a bit weird. Rather than hiding in a forest, it would look like the horde unit is walking through a bonsais garden, if you know what I mean.
Edit: damn spelling! 
[This message has been edited by Fiera (edited April 08, 2001).]
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One
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Denver, CO, USA
Apr 2001 time: 05:13
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This is just a quick introduction. My name is Eric Armstrong, I'm the new graphics and UI coder. I'm a professional Java developer living in Denver Colorado. I'm not sure what else to say at this point other than get ready for my to inundate you with various questions about how things work. If anyone has any specific questions for me, kick them my way. I look forward to working with you all.
Thanks,
One
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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Thanks for joining the project, Eric.
I'll bump the Demo 5 Interface thread, which contains our most recent discussions about the interface. We haven't yet considered the interface in detail, and could certainly use some professional input.
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Fiera
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Proud Member of the Spanish Gang
Mar 2000 time: 06:13
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Hi, Eric, welcome to Clash! 
I've got some new graphics, if the people like it, this will probably mean even more work for you! 
Well, the truth is that I've got some radically new stuff. After hours and hours of work, I found out that it was impossible to replace the old palette with a new one without totally modifying the look of the tiles. Thus, I made up a new set of terrain tiles, with the colors that I would like our Map Graphics to have (both the Mountains and Hills tiles are very much like the old ones, but softened and with new colors).
I am generally confident with the final result, however, if you don't like the new terrain, at least tell me if you think that the new colors are better. With those the units and other objects such as cities will always "come" to the foreground at the player's view.
Look at the new demo here:
www.geocities.com/fiera_com/demo.html
It's a large file, sorry if it takes too long to load. Furthermore, I think you need to view it with IE, for Netscape won't load bmp files (I think).
You can see Grassland, Plains, Forest, Hills, Mountains and Ocean there. I think you'll be able to tell which tile is each of them. I've also put some units with their PCs. I took the ship graphic from Bernd Brossing's units. It was the smallest of his units I could find, and yet it's probably too big for the PCs.
Please note that the blue PC is hard to tell from the Ocean square. I think that we should use bright colors for each civ (ie, red, yellow, orange, purple, etc).
For a quick comparison, you can see my previous demos, with the old terrain graphics, here:
www.geocities.com/fiera_com/graphics.html
So now you know how I'd like Clash to look like. 
[This message has been edited by Fiera (edited April 09, 2001).]
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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I rather like the look of the new tiles. The only problem is that they appear too squarish, leading to a checkerboard look. Is it possible to soften the borders between the tiles?
I have an idea for doing this. Perhaps the tiles don't have to be exact diamonds. We can round the edges and still make a shape that can tesselate the plane. Look here for an example of this idea. I think it does a pretty good job of dealing with the "checkerboard" effect.
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One
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Denver, CO, USA
Apr 2001 time: 05:13
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The new tiles look fantastic!!! I'm still trying to wrap my head around how all the various pieces of this project fit together. I haven't had a chance to look at anything yet today, as I am stuck running 600 SQL statements on a single database table, only so I can not convert over 50% of it to a new table. I'm sure none of you want to hear about that though. I don't. Hopefully I'll have some time this evening before my wife gets home.
Keep up the excellent art work!
One
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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I think that rivers should definitely go on the borders between tiles instead of through them. Most hex-based wargames do this and it works very well. The rivers are small, so they look more realistic and do not obscure the terrain.
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Fiera
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Proud Member of the Spanish Gang
Mar 2000 time: 06:13
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quote:

Fiera, you have a ringing endorsement to move forward...
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Thanks, Mark, I think you'll end up liking this terrain graphics set if we are able to effectively improve it. Please note that I'm not yet 100% satisfied with it either. Furthermore, I think that the demo I managed to build doesn't necesarilly look as a real screenshot made with the separate Gif files for each terrain square would look like.
quote:

The very low contrast within the tiles gives me the impression for the flat land areas that the units are standing on a big pool table with the appropriate colored felt... kind of boring.
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I really think that we can blame my demo for producing that "pool table" effect. In fact, I must confess that I thought it looked slightly like a fitted carpet. But, as Richard, LGJ and you Mark have suggested, it would be easy to implement a softening or irregular effect, so I didn't bother too much about that. I may get some demos ready if you want anyway.
LGJ,
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I think you should do what Rich suggests as well as make the mountains bigger or hills smaller since the hills currently look larger than the mountains.
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Yes, they do, don't they? Well, I've shrinked the Hills graphic a bit. You can take a look here for a comparison with the old Hills tile:
www.geocities.com/fiera_com/demo.html
Well, thanks everyone for your comments! 
PS: Mark, before working on roads and rivers I'd like to know about how they're going to work. Are they both going to give the units extended movement as in Civ2? A weird thing in Civ2 is that rivers didn't link tiles from right to left and from up to down, just in diagonal. Is this going to happen also in Clash? (I hope my questions actually make sense). 
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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The hill still looks a bit funny. Instead of one big hill, could you draw a range like you did with the mountains?
There is one thing I'd like to ask you to keep in mind, if possible. In our ecology model, there isn't a unique "forest" terrain. We would like to split the map into geography and vegetation, with different possible combinations, like hills with forest or rolling terrain with desert. Would it be possible to make vegetation something that gets put on top of a basic structure like a hill?
For more information, look in the Ecology Model Thread.
Of course, if it's too time-consuming to do terain this way, let me know and I can rework the model.
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Fiera
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Proud Member of the Spanish Gang
Mar 2000 time: 06:13
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Richard,
I've read the Ecology Thread. I take it that the Ecology system is not yet at a final stage, but if I'm not wrong, last posts showed a trend towards a simplifying of your Version 2 of the Ecology model, which I think it's a great work, but probably too complex.
It seems that there is an agreement to use a few terrain types and combine them with the appropriate vegetation types. That's a good idea and, to answer to your question, I think it can be easily done on the graphic side, at least for flat types (my Desert, Plains, Grassland and Forest tiles already adjust to this idea). For Hills and Mountains I could try to make similar differences using mainly different colors. I can give a try to this if you agree.
If there's something I've missed about how you planned to implement your Ecology model on the game map, please tell me so. I want to fully understand your model before we speak about making any modifications to it.
But for the record, I'd like to say that I don't mind working on, say, 25 terrain tiles instead of 10, if that makes the game better.

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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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The trees look really good. But I'm wondering: why limit it to three tiles? We can show up to fifteen or so different layers of forestation by putting down one tree at a time. We can also show a road cut through the terrain by remiving a swatch of trees where the road is. For a small settlement, we can remove a few trees and replace then with small house graphics. That would look really good.
It looks like this would also work on the plains and desert as well. The fir trees might look a little funny on those tiles, but other types of tree would do great. Could you try this with other plants, like a deciduous tree, a jungle tree, and some kind of desert vegetation? Could you make a taiga/arctic tile in addition to the existing ones? Also, we will eventually need a wetlands graphic, and some wetlands vegetation that works like those trees.
Thanks for the good work!
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