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Old 10-17-2008, 09:03 AM   #61
SilentThief
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Default Re: Paths & Lakes

Congratulations, Dinonykos. I've got a little 8 month old mini-Silentthief running around in a walker starting to explore the world, and he's my pride and joy.

A brand new family edition, and still making awesome artwork for DC Once again, that's amazing

ST
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Old 10-17-2008, 11:53 AM   #62
manikus
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Sunglass Man Re: Paths & Lakes

Quote:
Originally Posted by Dinonykos View Post
Well, I had my first or second wheat beer after weeks of alcohol-free beer (assuming that every night I could have to drive to hospital), that might have inspired me. I think the major point is however that light effects as those in the "magma cave" are quite easily done in Paint Shop Pro (which I used) with a little practise, but in the end give a lot of atmosphere. Trees, furniture and so on in the opposite contain a lot of details, which takes much more time.
Nothing quite like liquid inspiration. I am excited to do some reimplementing now, but I must work on my design and playtesting first. I must, I must. (If I keep telling myself this, I might even do it.)
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Old 06-30-2009, 04:51 AM   #63
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Default Re: Paths & Lakes

Hey Manikus, have you followed your pipe-wall idea mentioned earlier in this thread? Although I still do not want to do a pipe myself, I think my cave walls could need some improvements, which my lead to a pipe-like appearance...
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Old 06-30-2009, 03:06 PM   #64
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Default Re: Paths & Lakes

I haven't yet, but I was just thinking about the idea this weekend, as I'm getting ready to do a sewer and thought it would be nice to have the top rounded.

I may end up doing two versions - one for my mod (which uses a non-standard viewport) and one for the 640 resolution to add to the City project.
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Old 07-02-2009, 05:51 PM   #65
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Er... hm... the city project... I guess I will have a look at it now...
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Old 07-02-2009, 06:25 PM   #66
manikus
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Default Re: Paths & Lakes

It would be nice if some new life were breathed into this effort.

I don't know how much or how little the others have done, as noone has submitted anything back to me yet. I hope to put up a more recent version of the base design very soon though.
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Old 07-02-2009, 06:36 PM   #67
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Well, I tried to do some "neutral" art, which means I tried to draw some humanoids to make my section feel alive. However, since I am not well-trained in drawing human/elvish/dwarven characters, I am not very satisfied yet with the results... They look a little better than the human and the elf I have already added to my homepage, but... Hm!
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Old 07-02-2009, 06:53 PM   #68
manikus
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Okay, you've convinced me, I'll work on the City tonight. I've been working on some new techniques for lighting my figures and scenes, and today seems like a good day to make some citizens.

First, I'm making inhabitants for all of the shops and places where money can be spent, then I'm going to make inhabitants for the houses. I estimate that I will probably need in upwards of 150 portraits. Then, I can get to work on sprites and NPC walls.

I"ve also been thinking a lot about how PCs rest. My nephews are playing a game where the character can buy a house and rest there. This shouldn't be hard to implement at all. This also goes with an idea I've kicked around about banks lending funds to PCs. Yay! Lots of new ideas to try out.
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Old 07-02-2009, 06:58 PM   #69
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Ah! Lending funds... Okay, but you should also definitely include an option for the party to bet on stocks of companies which earn money by organising bets on their own stocks.
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Old 07-02-2009, 07:24 PM   #70
manikus
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Something that I've already worked up, except for the graphics, is a gambling game, so that the player can lose all of her money. (Of course, she might be able to win some too.)

A speculation system would be even easier, b/c you could have the player buy stocks by a certain time and have updated prices at other specific times and the player could choose to turn in her stock whenever for the current value. You could have a more complicated system that reflects the City's events in the prices going up or down, too.
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