![]() ADVANCED: Light trooper, lower/middle classed soldier, with moderate arms.BASIC: Economy focused, light to little or no armor.Here is the general guide for appearance based on a unit’s rank: Their appearance changes when this upgrade is complete. Therefore only one set of structure models is needed per civilization.Ĭitizen soldiers are entities (units) that change appearance as they are played in the game. In the interests of reducing art workload, building models are not replaced with upgraded versions when a player advances from one phase to another. ![]() The game does not advance through Ages (like the Age of Empire series games), but rather phases of growth. Exaggeration in the game can best be described as a heightened sense of reality. These figures featured in the game are many times larger than life. Although all the entities in the game should be based in reality that does not mean that you should disregard exaggeration. This, at first may seem in direct contraction to our attempt to attain realism, and that may be true. We are creating a game after all, not a simulation. Numerous examples such as this may be found in the game design discussions. Therefore gameplay dictates that we limit the formation to 20 or so units. Realism might dictate that a phalanx formation included over 500 soldiers, but gameplay only allows so many units on the screen at one time – not to mention the serious pathfinding and control issues so many units in the game would cause. Gameplay trumps Realism when the two topics disagree. Realism, while important does take a back seat to a more important player – Gameplay. Realism is always an interesting topic of discussion. History and its usage in the game are paramount. Their buildings are strong and practically built. Their amour and garments are practical with colors alluding to their ability to camouflage with their surroundings. Units often serve a dual purpose role and are equipped as such. ![]() The weapons given to a unit are therefore numerous and versatile. Strength does not lie in numbers but in the skilled tactics of guerilla warfare. They are fierce defenders of their homeland. The tools, homes and armor of a race should match the unique gameplay that the civilization offers.Īn example: the Iberians (native to the peninsula of Iberia, modern day Spain and Portugal). It is important that each of the civilizations have a sense of culture and history that they have and truly did exist outside of the context of the game. The visual designs of the art in the game should hint at a deeper culture than simply what is seen on the surface. Below are topics of discussion that effects the art department and the artistic theme of the game. Each piece of art will be reviewed by the art department lead and provide acceptance and feedback to the artists. It is important to have a cohesive visual theme for the game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |