Quenching station is a great idea! I will definitely add that.
I really love the idea of a sword being forged. But that would probably require a hammering animation ;) I could try and make this one work https://opengameart.org/content/lpc-smash-weapons , but I would really like to do the hammer swing properly, which is more work... Hmmm...
Update: bigger hearth, anvils, some other tools. I'm going to do some more variations/combinations of the tools, racks for the walls, etc. Maybe some racks of swords, spears, shields, etc.
Cool! Personally, I think cell_1.png and cell_2.png look much better. The "dominant tree" idea is good (and similar to real forests in a way). You could have 2 or maybe even 3 "dominant" trees too, but overally having the probability of different trees being different helps a lot.
I see why you want to avoid cell_3.png; if you had a way to prevent the trees from "lining up" horizontally (like in the bottom of the image), I think it could still work nicely. Source of Tales had a similar density of trees http://www.sourceoftales.org/talesworld/, but placed manually, so there wasn't that issue.
For the different colors, I would suggest a similar approach: choose a "dominant" color palette, then make a small fraction of the trees a different color palette. And probably only choose 3-4 color palettes total for a scene.
Hey! Very cool idea, I'd love to see it explored more!
I think the major challenge would be creating a flexible enough set of tiles to render the tree in pseudo-3D. The branching structures you showed are all flat---flat branches aren't too hard to draw by hand. On the other hand, a tileset to make (pseudo)-3D branches would probably be pretty complicated, maybe more complicated than just drawing a variety of trees by hand :p
The same problem exists for the leaf clusters, and it's why I kind of abandoned trying to make leaves for procedural trees. Although I'd still love to see someone try that :) Somebody with a better grasp of graphics and procedural generation algorithms [than me]...
Quenching station is a great idea! I will definitely add that.
I really love the idea of a sword being forged. But that would probably require a hammering animation ;) I could try and make this one work https://opengameart.org/content/lpc-smash-weapons , but I would really like to do the hammer swing properly, which is more work... Hmmm...
I think it's a great idea! Key will be to have solid "base" portraits and some stylistic guidelines for consistency.
Another possible source/base: https://opengameart.org/content/lpc-portraits-remix
Update: bigger hearth, anvils, some other tools. I'm going to do some more variations/combinations of the tools, racks for the walls, etc. Maybe some racks of swords, spears, shields, etc.
What else does it need?
Yes! All the door animations are independent of the burning/smoldering animations.
Smelters and blacksmith's workshop? Needs anvils, more hammers, lots of tongs, crucibles, etc. May also do a bigger hearth.
Cool! Personally, I think cell_1.png and cell_2.png look much better. The "dominant tree" idea is good (and similar to real forests in a way). You could have 2 or maybe even 3 "dominant" trees too, but overally having the probability of different trees being different helps a lot.
I see why you want to avoid cell_3.png; if you had a way to prevent the trees from "lining up" horizontally (like in the bottom of the image), I think it could still work nicely. Source of Tales had a similar density of trees http://www.sourceoftales.org/talesworld/, but placed manually, so there wasn't that issue.
For the different colors, I would suggest a similar approach: choose a "dominant" color palette, then make a small fraction of the trees a different color palette. And probably only choose 3-4 color palettes total for a scene.
Excited to see the progress!
Floors and Walls are finally posted!
https://opengameart.org/content/lpc-floors
https://opengameart.org/content/lpc-walls
We are doing some fancier jackets for the pirates next!
But don't worry, I haven't been entirely stuck inside; I've been out sailing the high seas a bit with castelonia!
Re-organized walls and floors one more time... Send help...
Hey! Very cool idea, I'd love to see it explored more!
I think the major challenge would be creating a flexible enough set of tiles to render the tree in pseudo-3D. The branching structures you showed are all flat---flat branches aren't too hard to draw by hand. On the other hand, a tileset to make (pseudo)-3D branches would probably be pretty complicated, maybe more complicated than just drawing a variety of trees by hand :p
The same problem exists for the leaf clusters, and it's why I kind of abandoned trying to make leaves for procedural trees. Although I'd still love to see someone try that :) Somebody with a better grasp of graphics and procedural generation algorithms [than me]...
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