What came into my mind was the connection between awakening the Dead and awakening long forgotten secrets as you wrote above brainstorming. So playing around with that a bit:
Seasons of Awakening with the chapters
Season of clash
Season of silence
Season of return
Season of reckoning
Of course this style can be adapted when the content significantly diverges from the ideas given. I also tried to fit rattling in there instead of clash and judgment instead of reckoning so that all four of the attributes had the same amount of syllables (in my opinion that also is important when designing proper names).
Given the overall seasons topic, five acts would make a worse fit than four which might discard this idea.
Of course, we first of all want to say thanks to everybody participating and to kurt for setting up this platform -- awesome opportunity to show our players more various assets in-game!
Everything you create for this challenge will be directly visible in-game with our next release (planned mid- to end-june so 20th fits very well). If you ever pondered about all the great stuff that never gets used, rest assured :)
Should you have further design or tech questions not answered so far: we hope to be available as much as possible on #opengameart. If we're too busy, feel free to step by at our IRC channel or ask here in this thread. This also holds if you are interested in further contributions or in Unknown Horizons as player ;-)
Looking forward to a lot of progress during the next two weeks!
All the best, Chris
clint: we license all our content under CC-BY-SA 3.0. From what I can tell, nobody has looked into 0AD.
All models are rendered in four resp. eight directions, so no direct import into UH.
The images in both pictures above are in-game size and the buildings there represent 2x2 tiles.
To incorporate real metrics, we would have needed to shrink everything to an ugly degree. At the moment, our ships are about thrice as large as normal units. so that's not really to be called realistic. All too odd relations however will be detected by our players. Metrics we started with as orientation can be checked in our wiki.
Guidelines for this challenge are to fit the same tile size (rendered) as the other given building variations do. This is necessary because our engine checks a certain directory and then picks a random graphics set for this building in there. This can only work if all versions of a building have the same tile size when rendered.
For completely new buildings to be added to the game, we usually give a rough approximation of the size we planned our design with. There also have been cases where our artists convinced us of a different layout after they tried their luck, so this estimation is totally not set in stone (and can easily be modified later). An example of how we describe new buildings could be found here or here.
An overview of the px equivalents whenever we mention 'tiles' is linked above in our wiki if anybody is interested. Additionally, the folder structure of a sample action set (a log house) is found here where you find the common 2x2 tile size rendered. To see the actual images, navigate through that folder. 2x2 tiles is the size of our residential buildings tent, hut and house which are the main topic of the More Variety challenge. :)
I wanted to bump a request we posted few weeks ago because it fits this challenge well. So if you're interested in actually helping out our team: We need moar sheep!
Nothing special, might be low- or high- poly, we will render the model at rather small size, approx. below 25x25 px ;-) It would be great to meet the following:
growing wool in three or four states (no wool / a bit of wool / full wool)
What came into my mind was the connection between awakening the Dead and awakening long forgotten secrets as you wrote above brainstorming. So playing around with that a bit:
Seasons of Awakening with the chapters
Of course this style can be adapted when the content significantly diverges from the ideas given. I also tried to fit rattling in there instead of clash and judgment instead of reckoning so that all four of the attributes had the same amount of syllables (in my opinion that also is important when designing proper names).
Given the overall seasons topic, five acts would make a worse fit than four which might discard this idea.
Of course, we first of all want to say thanks to everybody participating and to kurt for setting up this platform -- awesome opportunity to show our players more various assets in-game!
Everything you create for this challenge will be directly visible in-game with our next release (planned mid- to end-june so 20th fits very well).
If you ever pondered about all the great stuff that never gets used, rest assured :)
Should you have further design or tech questions not answered so far: we hope to be available as much as possible on #opengameart. If we're too busy, feel free to step by at our IRC channel or ask here in this thread. This also holds if you are interested in further contributions or in Unknown Horizons as player ;-)
Looking forward to a lot of progress during the next two weeks!
All the best,
Chris
clint: we license all our content under CC-BY-SA 3.0. From what I can tell, nobody has looked into 0AD.
All models are rendered in four resp. eight directions, so no direct import into UH.
The images in both pictures above are in-game size and the buildings there represent 2x2 tiles.
To incorporate real metrics, we would have needed to shrink everything to an ugly degree. At the moment, our ships are about thrice as large as normal units. so that's not really to be called realistic. All too odd relations however will be detected by our players. Metrics we started with as orientation can be checked in our wiki.
Guidelines for this challenge are to fit the same tile size (rendered) as the other given building variations do.
This is necessary because our engine checks a certain directory and then picks a random graphics set for this building in there. This can only work if all versions of a building have the same tile size when rendered.
For completely new buildings to be added to the game, we usually give a rough approximation of the size we planned our design with. There also have been cases where our artists convinced us of a different layout after they tried their luck, so this estimation is totally not set in stone (and can easily be modified later). An example of how we describe new buildings could be found here or here.
An overview of the px equivalents whenever we mention 'tiles' is linked above in our wiki if anybody is interested.
Additionally, the folder structure of a sample action set (a log house) is found here where you find the common 2x2 tile size rendered. To see the actual images, navigate through that folder.
2x2 tiles is the size of our residential buildings tent, hut and house which are the main topic of the More Variety challenge. :)
Request filled by p0ss, thanks a bunch! Going to post new ingame shots soon after our upcoming release :)
So we found that Widelands has recently added sheep to their media repository. (We already use their deer ingame.)
blend files are found here: launchpad
Heya everybody :)
I wanted to bump a request we posted few weeks ago because it fits this challenge well. So if you're interested in actually helping out our team: We need moar sheep!
Nothing special, might be low- or high- poly, we will render the model at rather small size, approx. below 25x25 px ;-)
It would be great to meet the following:
Possible textures and additional information are found in our request thread: http://opengameart.org/forumtopic/a-blackwhite-sheep-for-unknown-horizons
Greets,
the team of Unknown Horizons