Okay so above i slapped a demo together.
Okay so as you can see from the renders and images ive been producing as well as the art direction this would be roughly what a mountain would look like.
Cubed and blocky. So that being said theres no reason we couldnt make one giant base mesh, which would simply be the locations of land and water. Then generate everything else.
Im interested in hex mapping but my biggest concern in all of this was this. The workflow needs to allow us to bust out maps like crazy given this is an RTS and maps are one of the main points. However I am very particular about human touch.
I understand roughly how random generation works. Dynamic random it doesnt matter pulling from a stack of assest randomly still doesnt sit well with me unless i have full control of the generation if that makes sense.
Lets say i start on map A . First thing i do is decide how the map will flow. If i manually create and place every asset on the map that gives me full control to deliver on the experience I intended on giving. Currently I think i could make a base mesh and designed the model out and ready to place "stuff" on it in less than an hour. For 50 maps thats well over a work week.
Id like to stop talking about height maps now if possible. Think its been decided we wont be using those and i feel like our time would be better spent moving on from that.
However for MVP we dont need more than one map do we? Im finding it hard to understand why we cant use the one we have? I would like to make a map specifically for the new design since that map we have does have a few issues and was made quite some time ago though im not sure we need to do that for the MVP
@anthony if we would to generate the terrain assets i for sure would like to make base meshes at the least. As well as being built of having access to tools that would allow me to "paint" the assets on dynamically if that makes sense?
As for the hex grid that seems honestly the most powerful and effective method we could use. Looks nice I would simply want to see what we could do to make it look less hex and more cube though i suppose the detail could go into the tile. Though that hex shape bothers me a little
Now thats looking at it objectively. Im 100% any effective shortcuts we can use but that really rubs my artist hairs the wrong way. Theres many ways to create something and using data and numbers makes me extremely uncomfortable as an artist. Not something i will get used to either. Personally i would like to go with what i suggested which is base map made and the mobilized so that way assest could be dynamically placed but also by hand. This would add the variation but keep the control in my hands.
Trying to look at it objectively but maps are just another 3d asset. And a tank and a map would take me about the same time and energy to complete.
I dont know what do you guys think? Am I making sense or am i just to close to the project? But I am NOT a fan of using data to sculpt if that makes sense.
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3/13/2018 2:19:36 PM