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Re: [Adonthell-devel] TODOs


From: James Nash
Subject: Re: [Adonthell-devel] TODOs
Date: Tue, 15 Mar 2005 08:57:53 +0000

I agree with Kai, human werebeasts could perhaps be a bit more hairy (which shouldn't be hard to add).

If I remember correctly there was an idea a long time ago to use NG as a monk from the yeti monastery living in the mountains or something like that. (I haven't been able to read much plot stuff so I may be wrong about that)


        - James


On Mar 15, 2005, at 08:17, Kai Sterker wrote:

On Mon, 14 Mar 2005 17:10:42 -0600 (CST), Andrew Michael Phillips
<address@hidden> wrote:

I wonder if it might be possible or
plausible to use NG in-game as a werebeast's human form right after
turning back into a human. Granted, most humans cursed with lycanthropy or similar afflictions are quite mad and unlikely to carry much of anything larger than jewelry or small weapons with them, but what they do carry is
dropped when they transform. Thus they are basically naked when they
revert to human form.

Yeah, but at least they would have more hair, I think. But adding hair
to NG shouldn't be too difficult (for an artist).


What kind of format do we need to use for them? PNG?

Would be a good choice IMO. The idea I had is to keep images in their
native format instead of doing what we did before. So an animation or
any mapobject would just have references to the PNGs it is composed
of. This means perhaps a little longer loading time, but with caching
that shouldn't be too bad. And it means that our objects and
animations can be more easily edited.

When you say transparency I imaging you mean that pixels have an alpha channel. Is that right?

Dunno. Should they have one? Might be better than what we had in v0.3,
so why not. Lets not restrict ourselves too much.

I imagine it could help us when composing objects, as we could overlay
a base image with stuff more easily. Like adding moss, grass or dirt
to the stones below without the need of keeping extra PNGs. We'd only
have extra mapobjects that are compositions of a couple of images.


I've designed it such that I can easily make many variations with
different colours / stone textures / mixtures so using one template I
can hopefully make many kinds of flooring.

Wow, looks great. And with variations it will be even better!


Anyway, I have some more TODOs to write yet. However, I am not quite
sure when I will be able to add the references to the ML (which are
important as we have many design ideas and additional infos there that
shouldn't be wasted or discussed over and over again). Problem is,
that it is uncertain yet, when I can get net access from home ...
should have been last week, but they seem to be having problems with
producing the hardware for all their new customers, so things are
delayed for now.

Kai


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