Closed ThomasGaubert closed 11 years ago
In my opinion, the art style should be more towards the cartoon/pixel art/retro side of things because it is much easier to pull of that art style and because the terrain already has a similar feel.
Having more realistic terrain is probably more effort than it's worth (especially considering deadlines).
I believe the way the land / water looks right now is of the best. It provides a realistic view of changing landmasses / water depths and also provides a look that is pixelated to keep to a theme
"I believe the way the land / water looks right now is of the best. It provides a realistic view of changing landmasses / water depths and also provides a look that is pixelated to keep to a theme"
Well at least somebody appreciates my work. :blush: .
In all seriousness, Thomas had made a very good point. "Having more realistic terrain is probably more effort than it's worth (especially considering deadlines)." Honestly, we originally had the pixelated terrain, because we were generating the terrain in real-time. This isn't the case anymore, so we could theoretically have a really pretty terrain like (without being pixelated of course):
I will admit, graphically, the new entity images are nice, however there is a inconstancy between entities, terrain, GUI, and font. I believe that we should:
Ultimately, I am siding for #2, because we are already almost there.
(Note: If we were to pick #1, chunk generation times could double, but the length it takes to render might be cut in half (a good thing), but also might (not a definite) consume more memory).
PS: AirBattle is going to have a 3D, photo-realistic terrain. It will automatically adjust based on graphics card power (e.g., if you have a strong graphics card, it will be a very detailed terrain, as opposed to a simple terrain, kinda like how it is in NavalBattle currently).
Also, we could see potential waves in a photo-realistic terrain, however, they will not be animated.
Hi Matt,
I prefer simple and cartoon-like
I am considering doing a fork, just to experiment with photo-realistic terrains (after we close 0.8, of course).
how about after we close 1.0.0?
Agree. Doing a fork now will only cause problems between now and merging back into the main branch due to changes leading up to release.
Oh I have no intention whatsoever of merging it back into the main branch. I think we should probably keep the cartoon/pixelated style. I just wanted to do a test (for curiosity reasons).
Oh okay.
Have we come to consensus on this?
Yes, I believe so. This will stay open until the art style has actually been unified.
Has the art style been unificated?
I don't believe so...
cc: @smeagle42
This has been resolved.
Please leave unassigned and without a milestone as this is for discussion only. Do not close.
Recent commits have raised the issue of art assets in the game. Let's dissect this issue.
Disclaimer
As this is an aesthetic change, please try to keep discussion constructive and factual. Avoid subjective remarks (or label them as such) since they add little value to a group consensus.
The Problem
As of posting this (0940aa3c8088974b898b6d439462293970eb07cb), the art of the game is as follows:
Let's address each asset individually (note that this isn't all the assets, but communicates the point):
In case you haven't noticed, the art assets are clashing by being a mix of cartoon, pixel art, and high detail.
The Solution
First we need to come to a consensus on the art style of NavalBattle. After deciding this, we can address each asset individuality to determine what modifications are necessary.
Discussion should occur here or in person (and recorded here).
Conclusion
It's a problem and should be addressed. It's okay for changes like these to occur in the release candidates (but before launch!).
I'm not saying who or what is right, just that there is an issue that needs to be addressed.
attn: @abauer @DarkWarHero @Matthis5point0 @smeagle42 @maximusvladimir