I think a city alone can be enjoyable, but a city inside a nice environment is even better.
The trees idea is interesting, we should be carefull not to plagarize too much any already existing Ages though. They say imitation is the best form of flattery but I'm still sure we can come up with something original.
Also of concern is the performance aspect (ie: the number of polygons & textures our computers will have to display). The city itself will already be quite demanding (especially as new shells will be filled). Building lots of new stuff outside of it would be 'risky'.
That said here are a couple idea to expand on it: let's say the city is atop some huge choped tree. (those who've played World of Warcraft: think of the night elves land). The tree could be ever-growing to accomodate for the city ever-expanding nature. Since we can't go out of the city itself (we can't, right?) we would never see the tree itself and thus wouldn't need to create it. Outside, we could see other huge trees in the distance far in the fog..
Surrounding the city we could see the tree's bark, just a ring all around the city 10/20 feet high. (not sure if my description is clear though)
City Environment
Moderator: Aloys
- T_S_Kimball
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That makes sense to me Aloys. You're basically letting the background/sky texture do most of the work for you. The 'bark' city wall would handle the foreground.
Got me wondering though - are there limitations on that background texture (size/type/etc?), other than loading time? The file is gonna get complex rather quick.
--TSK
Got me wondering though - are there limitations on that background texture (size/type/etc?), other than loading time? The file is gonna get complex rather quick.
--TSK
Timothy S. Kimball | The Kind Healer -- http://sungak.net
Pahts Shells 420 {Basic layout - 70%; Text for books - 20%}
Pahts Shells 420 {Basic layout - 70%; Text for books - 20%}
That's the idea. We could still have some polygons, like says some branches coming over the city.
Textures have a maximum size (2048*2048 I think) which is quite a lot; as a reference the Relto sky is only 1024*512 and that's enough to put in a lot of detail.
But we could always overlay more textures with alpha mapping or add in actual models with polygons. (for instance in the Hoods the far away islands in the Lake are actual models)
Such methods are applicable to most ideas though, not only trees.
Any other ideas?
I have to admit I'm quite fond of rocks. What about some high organic unusual rock formations in the distance? Like some of what there's in Garrison but more unusual. Or floating rocks/islands? That's a bit of a cliche, but I always love those. Far away floating rocks slowly moving... This effect was pulled out quite well at the end of Todelmer in EoA. Though I think more of larger bodies of rocks, really large things slowly rotating on themselves and around the city.
Here's something really weird: the city is inside some kind of giant hollow 'planet'. Only the planet's surface is made of several layers one above the other drilled with holes (like that fromage, emmental/swiss cheese) so we can see the other layers bellow and ultimately the space (or whatever is out there) all of them rotating independently..
Just ideas.
Textures have a maximum size (2048*2048 I think) which is quite a lot; as a reference the Relto sky is only 1024*512 and that's enough to put in a lot of detail.
But we could always overlay more textures with alpha mapping or add in actual models with polygons. (for instance in the Hoods the far away islands in the Lake are actual models)
Such methods are applicable to most ideas though, not only trees.

Any other ideas?
I have to admit I'm quite fond of rocks. What about some high organic unusual rock formations in the distance? Like some of what there's in Garrison but more unusual. Or floating rocks/islands? That's a bit of a cliche, but I always love those. Far away floating rocks slowly moving... This effect was pulled out quite well at the end of Todelmer in EoA. Though I think more of larger bodies of rocks, really large things slowly rotating on themselves and around the city.
Here's something really weird: the city is inside some kind of giant hollow 'planet'. Only the planet's surface is made of several layers one above the other drilled with holes (like that fromage, emmental/swiss cheese) so we can see the other layers bellow and ultimately the space (or whatever is out there) all of them rotating independently..
Just ideas.
[quote="Aloys"]
Here's something really weird: the city is inside some kind of giant hollow 'planet'. Only the planet's surface is made of several layers one above the other drilled with holes (like that fromage, emmental/swiss cheese) so we can see the other layers bellow and ultimately the space (or whatever is out there) all of them rotating independently..
Here's something really weird: the city is inside some kind of giant hollow 'planet'. Only the planet's surface is made of several layers one above the other drilled with holes (like that fromage, emmental/swiss cheese) so we can see the other layers bellow and ultimately the space (or whatever is out there) all of them rotating independently..
A planet so small would be unable to maintain an atmosphere. Even Todelmer's little planet had to have been augmented either by technology or the Art, because we wouldn't have been able to breathe.
What if you put the city in a kind of coral-bowl much like the tree trunk idea, and surronded the outside with water. You could have all kinds of wonderful stone structures jutting up.
I dunno, it's hard to think "new" when you're trying not to step on any of the settings already perfected by the Mysts.