Great work, everyone. Most of the stuff looks just awesome. And if VD wasn't surprised by these 19 pages of ideas and images, than I was, I must say.
I see that some things need to be explained, though.
1) The function of that "diskette" button - opens the "main menu" (something like what you get when press Esc in Fallout), where "save/load" is one of the buttons. Esc works in AoD too, though.
2) The fancy fonts. While they look great on your photoshopped images, I'm sure that TGE will fuck the things up here. The only solution I see is to use some simple, yet stylish stuff. What you see on our latest screens is called KaratMedium. Google for that TTF when you have time, open it and compare with what you see on the screens. Then check the text on that
ancient AoD screen - my old 2D engine did a much better work in this area, using SDL_ttf library.
Another issue is a font height: it would better be fixed. The one you use now, Elhoim, has a lot of letters that jump up or down.
Of course, we could go with bitmap fonts or I could try to integrate the SDL_ttf and make it work with Torque... but all that requires a lot of time. Nice and smooth text rendering is a very important feature, I agree, but if I'll start rewriting every Torque's core feature, we will release the game only in 2153.
And, Elhoim, that brown background must go, imo. At least, that's the thing that I strongly dislike in your designs. Could you try the colour android is using now as a textbox and item slots background? The less saturated version that I see on your last works looks fine, though.
Hey, the last ixg's work is very neat, too.
I'm still looking forward to seeing the new android's and Marsal's works, and to the Mantra's return.
Android's suggestions are excellent, btw, I love them. The blue icons looked fine on the main bar, but when it came to the crafting screen... I'd pick the golden version. The toned down head was fine, too.
What tools do you use, btw? 3dsmax, Maya? What version?
I'm asking because we'll need all the source-art files from the winner, whatever they are - .psd or .max files. What about you guys (Elhoim, Marsal)? What Photoshop version do you use? CS and CS2, I believe?
andriod said:
You mentioned earlier that you have different interfaces for different resolutions, how is it done? Do you scale them to fit or enlarge the background like in Baldur's Gate?
"No" to both, but closer to the first. Right now we have two different sets for 800x600 and 1024x768 UIs. Basically, they are re-scaled in Photoshop + minor corrections, as the images after the "brute" scaling didn't look good. I don't remember the exact reason, because we were playing with this a long-long time ago in a galaxy far-far away. 800x600 is a heritage of my old 2D engine, btw. As well as our current interface.
Higher resolution for art = better, of course. But since you work in 3D, rendering in a different resolution is not a problem, right?
Ah, can't think straight anymore, it's been a long day. I'm sorry if I misunderstood something or missed a question. Let me know, and I will try again in the morning.