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Development Info New Age of Decadence screens

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
Elhoim said:
there is grass around the cooking fireplace. that shouldn't be the case. it should be the most walked-over area next to the entrance/exit of the camp (also what's with the mine(?) entrance in the back?).

TGE can't do detailed brushes with terrains, only very broad ones. What's the problem with the entrance?
it's not about minute details, more about the layout of grass and earth patches, which are obviously possible, but it kinda depends on the background details of the camp, a lot of assumptions, and personal preference mostly, and isn't really important....

anyways, i'll try to form my reasoning into a coherent tl;dr form, so bear with me:

without going into any background details, based on superficial input only, we see a military camp. the entrance is protected by a wall, between the entrance to the camp and the entrance to the "site" in the mountain is a watchtower placed in a way that doesn't make the entrance to the tower visible, so it's either facing the entrance to the site, or a wall of the camp, with both the camp and site entrances facing walls of the watchtower.

the layout of the camp entrance prevents easy coming in and out, and is made to split and slow down approaching or leaving groups. because of the watchtower in the middle of the camp, there is also no easy direct connection between the camp entrance and the site entrance, which implies this isn't a normal mining camp, since that would have an entrance that is easy to close, but allows direct transit between the mines and camp exit, for easier transportation.
the lower entrance to the watchtower is its weak spot, and assuming it isn't simply missing from that picture due to other reasons, it is either facing the site entrance (probable because the upper entrance is facing the exit, so there could be a simple ladder to the top), in which case the sole purpose of the camp would be to prevent people from entering, or is facing the back wall of the camp, in which case it would serve to monitor traffic, but then it would make more sense to have it not placed in the center o the camp, but more towards said back wall.
it's all assumptions and implications and basically reading too much into the picture, but relevant or movement patterns inside the camp, which directly translate to distribution of grass/earth/dust...

if the camp is there to prevent easy access to the site, i find it weird that there seems to be no secondary measure, say, makeshift lockable wooden doors on the site entrance, and if the site is a mine or other frequent access area, which would explain no doors, the other layout of the camp is weird at best, and there definitely should be wide and well trodden paths between the camp and site entrance.

as it's a military camp with guards, and has a cooking place, those will probably live there for longer periods of time, therefore frequently eat, sleep, shit/piss, go on patrol in the surrounding area, and most importantly also have daily training inside the camp. all of this would leave broad areas of nekkid earth, but as far as eating (cooking place), training (weapons stand, separate large rectangular or circular patch of earth somewhere inside the camp in vicinity of the weapons stand), sleeping (tents), and the toilet (not really that important, most games totally neglect that anyway) bits go, there are none.
 

buccaroobonzai

Liturgist
Joined
Sep 26, 2007
Messages
241
As everyone is saying, adding granularity to textures makes a whole lot of difference. The surfaces look much more realistic and less like digital plastic. Can you guys add this granularity to all environmental surfaces, if so I hope you do!
 

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