Open madjin opened 3 years ago
I'm not sure if this is in the lore docs yet but there are different types of ores. These can be color or material coded.
However one of the goals is to be able to easily draw these and identify them (even with just line art), which is why I think we should go for a cartoony take, with some sort of distinct repeated pattern.
Consider the devil fruits from one piece, where the swirls take different shapes and colors but clearly identify the type of object it is. I think we should have a similar situation for the ores.
I think something combining the two ideas is a good idea for a large open world - have a large rocky patch akin to craftopia, but make the actual ore more visually distinguished. Means as a player, you can recognise a spot to mine resources from afar, but it might not be immediately obvious what it is until you're closer.
Also, ores themselves are not mentioned directly in the lore docs.
Yeah gotta lore the ores.
Added lore for ore to the lore docs.
I was curious how these textures would look from a distance
Tillable textures:
- https://tileable.co/?my_cat=Stone&my_search= (512 resolution is free)
- https://texture.ninja/textures/Rock/13
- https://texturehaven.com/textures/?c=rock
- https://ambientcg.com/list?category=&date=&createdUsing=&basedOn=&q=rock&method=&type=&sort=Popular
While looking at the devil fruits, the glass pieces seen here made me think this is achievable by only using a custom normal map + material.
https://github.com/webaverse/app/issues/1354#issuecomment-877718425
The style looks good, if we can get some deeper lighting in there (like normal maps) and come up with a good pattern.
DreamCo did a base design pass at this, can be tweaked later. I like the subtle gradient.
Color: blue
Repesents: cold
Color: red
Represents: heat
Color: white
Repesents: life
Color: black
Represents: death
I’m down for changing these types btw, the goal is just to make it interesting and easy to do art for them — color coding, symbols, thematic references to the current IRL metas like other games.
From top down: Poison / Stone / Metal / Sugar
Added to repo: https://github.com/webaverse/assets/blob/master/mining_ores.blend
I like the idea of a splat as a basis, but these models seem hard to draw, especially if you want to distinguish types by line art alone.
It does look pretty in game, but that's only part of it.
For gameplay reasons I think these "resources" should be quite different from each other. They don't have to be ores embedded in a rock, they just need to look breakable and distinct.
If this were an RTS, a bunch of differently colored rocks would make for a poor UI to read. I think Fortnite does a great job to make the materials "design" distinct:
I mentioned the fruits because I think it's important for something to read as belonging to the class of "resources", but also with variation that makes it very easy to tell what kind of resource.
I would restart this and come up with some UI shapes and patterns that can exemplify resources. Both Pinterest and Shadertoy have plenty of ingredients.
This is a completely unrelated image but it shows some interesting repeatable patterns that can identify types of materials.
How these things look in your inventory is very different than how they look into the world
For a newbie it might not even be obvious what's able to be farmed until they actually swing their pickaxe and realize most of the world is destructible and able to be mined for resources. I think that we can stylize things in inventory previews to great effect, but the appearance in the world can be made more subtle.
Yeah, the original concept was a lot closer to FN, where anything could drop resources. And honestly that might be the best approach since we can totally do it. But it would still require material drops to have a design.
I renamed the issue away from ores to materials.
This is for another game, but I think it has a good set of distinct "materials" to work with: https://www.artstation.com/artwork/rven5
Just some ideas but if e.g. "water" was the "blue" material (which it can be, the mechanics are very general right now):
"Sugar":
"Poison":
"Stone":
Something I noticed with Fortnite mats is that they have a subtle billboarded animation playing with them.
Also these game dev icons might be good inspiration for models / thumbnail previews
https://www.deviantart.com/lalanice/art/MiningSet-ore-stone-metal-766968191
https://www.pinterest.com/pin/599612137866140783/
I learned how to make rocks in blender while testing various textures.
This could be useful for sugar: https://ambientcg.com/list?category=&date=&createdUsing=&basedOn=&q=candy&method=&type=&sort=Popular
Perhaps the line art inspired by devil fruit could be tileable transparent pngs?
Found some tileable designs like these swirls and tried them in blender to get some neat effects
Can get some really interesting effects this way..
need concept art for wood, sugar, metal, stone that are the pickupable objects in-world
Awesome, that is exactly the kind of thing I meant for semiotics in the material texture.
need concept art for wood, sugar, metal, stone that are the pickupable objects in-world
I agree. The entire set of materials hasn’t been deeply explored yet, it need some more AI and Pinterest passes.
found images black n white patterns can be used for inspiration https://imgur.com/a/SsNU2nV
It's kinda hard to find good sources, maybe better to make them from scratch.
Took some pics of materials in craftopia
Here's a very exaggerated closeup in FN. In the game there's a subtle looping billboarded sprite that makes loot stand out. Sprite colors vary depending on rarity.
This kind of effect is what I was going for with the items exploding out from the chest, though with more borderlands influence.
There was an idea that came together to use sprites for the pickupable objects, this way it can also be useful in Discord also. Avaer has a program that can generate 3D versions of 16 or 32 pixel resolution images. Minecraft is a good reference of what they can look like in-world:
Licensing on emojis is weird, and most of the stuff on https://openmoji.org/ isn't all that great. We can use https://emojipedia.org/ as inspiration to create our own.
Create small resolution sprites for each material.
3 logs stacked is the most popular design standard, should probably use that.
https://emojipedia.org/rock/ https://github.com/webaverse/assets/blob/master/mining_ores.blend
The mining ores blend file can provide some inspiration for this material
FN honestly has the best looking steel icon here. Instead of confusing users, we should follow some kind of design standard and have a spin on the steel material similar to how different chat platforms have variations on emoji designs.
When you search for "sugar icon" the top results involve sugar cubes. It is the most iconic shape of sugar besides a labeled bag.
Idea: Sugar cubes (have a cube + texture)
Idea: Candy (wrapped sweet)
300+ candy sprites: https://opengameart.org/content/super-candy-set-m484-games
Ideas: poison mushroom, microbe, skull/crossbones, silk worm, silk spider, black/purple/green, poison frog, fang
https://emojipedia.org/microbe/
Inspired by the crystals and rocks during an iteration of the modular forest issue (https://github.com/webaverse/app/issues/1313) and thinking, what if the rocks are mineable since we can have a pickaxe?
To differentiate different types of mining material, here's an example of iron ore and gold ore in Craftopia. The colors + chunks of minerals speckled on the rocks make them quite visible from a distance.
Can also have the elemental veins in the rocks as part of a seamless tileable texture, might be less obvious from a distance though.