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grimwold
Seaman
Joined: 13 April 2010 Online Status: Offline Posts: 10 |
![]() Topic: Flagship level designPosted: 13 April 2010 at 4:48pm |
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Hi this is my first post. I am designing a little game thats in the inside of a 2d persistant flagship. I have very little knowledge of pixel art and i would like some advice.
![]() Its just a quick rough drawing and way to small. Theres not enough cabins for the crew and i need to add a cargo hold,med bay,dinning hall,enginerring and so on. Oh and funiture.
Iam making it 2d just to save time and effort
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grimwold
Seaman
Joined: 13 April 2010 Online Status: Offline Posts: 10 |
![]() Posted: 14 April 2010 at 5:58am |
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Hi iam back from work and i have a couple of hours free so iam going to continue. What do i need to do.
Make the ship bigger,
Re-align the walls'
sort out the dinning hall(orange),
sort out engineering bays (blue),
Need to change the manned turrets from cannons to a rapid fireing ballistic gun,
add a med bay,
add a science bay,
add a cargo hold,
furniture,
and detail,
oh and crew.
Each crew member is 32x32 pixels
and each will have diffrent uniforms depening on the place they work.
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grimwold
Seaman
Joined: 13 April 2010 Online Status: Offline Posts: 10 |
![]() Posted: 14 April 2010 at 7:24am |
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Hi first of let me say i decided to extend the ship as it was just to small.
![]() It still felt it was a little short so i added a center piece.
![]() that definitely weakened the bulkhead.
Theres a extreme lack of flow in the layout but iam hoping to solve that once i have the final design.
Any suggestions and tips on making this battle ship have a suitable living
layout would be greatfully recieved.
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jalonso
Admiral
Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
![]() Posted: 14 April 2010 at 9:43am |
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I find the inconsistent wall width a bit distracting. Maybe all the outer can have a certain width and all interior walls slightly thinner but consistent.
All the angles have very ugly lines. Try 45 (1-1) or 26.4 (2-1) lines instead. |
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eliotfellow
Midshipman
Joined: 23 March 2010 Online Status: Offline Posts: 61 |
![]() Posted: 14 April 2010 at 10:04am |
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Even though it's "2D" you can still do a lot with those chairs and the other furniture you make. Also, are you planning on leaving the floors this way or are they just to designate different rooms for now? Because we are only seeing the floor (no walls that is), you should make it more interesting. Tiles, maybe?
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grimwold
Seaman
Joined: 13 April 2010 Online Status: Offline Posts: 10 |
![]() Posted: 14 April 2010 at 1:08pm |
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The rooms are just colour coordinated on type(white,hospital)for now. Once i have worked out a more fluid living and working area ill start tiling the floor.
The angles are way of and don't create a optimum enviroment. A architect would never create a enviroment like this. And theres a big issue with the hull, its is just to thin.
I really want to move on to the hull and make it really thick, put some windows in each. All the walls are going to be thicker.so you can see wires and pipes inbetween.(or jeffries tubes)
I am going to go and get some battleship blueprints prints from the libary tommorow.
This is the first time i have drawn anything on a computer and iam using paint.net and i probally lack some of the finer teqniques. I am going to work on it for 2 weeks and then start a fresh again.
?????????????????
Would it be better to have the crew quarters at the back near engineering or closer to the bridge. Edited by grimwold - 14 April 2010 at 1:17pm |
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grimwold
Seaman
Joined: 13 April 2010 Online Status: Offline Posts: 10 |
![]() Posted: 14 April 2010 at 1:21pm |
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Blue, engineering bays
D Orange, Cargo Bay
White, Med Bay
Orange ,Mess
Yellow,Crew quarters
Green, Bridge and manned turrets
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grimwold
Seaman
Joined: 13 April 2010 Online Status: Offline Posts: 10 |
![]() Posted: 14 April 2010 at 2:37pm |
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i was reading about what you said about tile sets iam not sure how to create or use them. So i created 1 tile and cut and pasted it in (over and over again) in the engineering bay.
![]() Only problem now is i have to create a tile set. I don't know how to do this so ill keep on withe lay out. Edited by grimwold - 14 April 2010 at 2:40pm |
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Bundt
Seaman
Joined: 05 January 2009 Online Status: Offline Posts: 19 |
![]() Posted: 14 April 2010 at 2:43pm |
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@jalonso: The walls are consistently 1 pixel width, but the image was
compressed by photobucket due to being too big.
@grimworld: Uhm, you seem to misunderstand the purpose of this website. What we can help you with is the art, what you seem concerned about is the concept. Add some furniture, add some people, add some more details than a bunch of squares, which is really too early of a development stage for us to comment on. Then, we can answer questions like "Does this look nice? How do I make the perspective on this chair look right? Does this particular room look too crowded?" What we can't answer is questions like "Where should I place the crew quarters? How can I make this a proper living environment?" If what you currently have is basically what you want the final product to look like, but maybe arranged differently, then there's not much we can say other than what has already been said. If you're planning on adding more stuff, then add some stuff before asking more questions. woah this post was longer than I planned it to be Edited by Bundt - 14 April 2010 at 2:43pm |
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grimwold
Seaman
Joined: 13 April 2010 Online Status: Offline Posts: 10 |
![]() Posted: 15 April 2010 at 11:11am |
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Sorry Bundt didn't realize, i do take your point. Err i awas about to ask a question about tiles a bunch of squares in squares. As the tiles i have been using are 32x32 would it be normal to create walls of the same size.
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jalonso
Admiral
Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
![]() Posted: 15 April 2010 at 11:28am |
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I didn't mean the line around the walls being different I meant the actual walls (grey area) being inconsistent.
Edited by jalonso - 15 April 2010 at 11:27am |
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Bundt
Seaman
Joined: 05 January 2009 Online Status: Offline Posts: 19 |
![]() Posted: 15 April 2010 at 11:58am |
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@jalonso: Oh, yeah, that'd makes more sense... XD
@grimworld: If you wanna take a tile-based route then yeah, making the walls out of tiles as well would help keep everything consistent. It doesn't look you entirely realize what using a tileset means, though... What it means is that you create an environment out of tiles that you repeat. Take a look at this, and you can see that the building is created using a bunch of different repeating tiles. So, if you wanted to make a tileset for your ship, you'd make a tile that's meant to be repeated to create your wall (ideally you'd make more than one, in order to be able to create some variation in the walls of your ship instead of it all looking the same), then another to create the ground, like how in the image I linked to, -DE- uses a repeated tile of a wood flooring. Then you'd need tiles that have details (such as furniture or doors, etc). By doing a tileset, it also means that you can change the layout of your ship easily, because you don't have to draw it by hand each time, instead you just change the layout of the tiles. Make sense? Edited by Bundt - 15 April 2010 at 11:58am |
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grimwold
Seaman
Joined: 13 April 2010 Online Status: Offline Posts: 10 |
![]() Posted: 15 April 2010 at 2:13pm |
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To be honest Bundt i dont really know how to create tile sets and ill have to do some turtorials on this first. About the inconsistent walls.
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jalonso
Admiral
Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
![]() Posted: 15 April 2010 at 2:41pm |
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I just haven't made myself clear about the walls so I'll elaborate.
Generally speaking eliminating weight is crucial for any ship or any kind. The norm is to have hardier outer structure and hull walls and if not thinner then perforated walls of some kind. I understand that this ship won't be flying but its always a good idea to be as accurate as possible with things you create. Here you actually show the walls where the weapons are to be weaker than where the sleeping quarters are. Attention to details goes a long, long way. |
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Oaf
Seaman
Joined: 25 January 2010 Online Status: Offline Posts: 1 |
![]() Posted: 17 April 2010 at 9:00pm |
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You should add hall ways to the rooms in the middle. How it is now, feels very intrusive. To get any where in this ship you must go through other people's work stations and get in their way. Also, you need engines and boosters.
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Stratto
Midshipman
Joined: 07 December 2006 Online Status: Offline Posts: 56 |
![]() Posted: 18 April 2010 at 10:28am |
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the captain's chair at the bridge should be a few levels higher.
something like this: http://www.ex-astris-scientia.org/gallery/bridges/enterprise-b-bridge.jpg And it should have a little more control panels Edited by Stratto - 18 April 2010 at 10:28am |
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grimwold
Seaman
Joined: 13 April 2010 Online Status: Offline Posts: 10 |
![]() Posted: 22 April 2010 at 3:26am |
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Sorry i have been doing some nasty shifts iam saving up for tourque 2d. Sorry Jalonso i exactly know what you mean now. I have been looking at some battle ship plans and there is a huge diffrences in hull variation betwwen the bow and the stern, portside and starboard are usally the
same. I think some bulkheads might help with the authenticity. Also i think having the bridge at the front of the ship is a bit stupid. Apperntly its usally placed at front rear with the turrets at the front(for flagships). Oaf yep iam goin to put a corridor right down the center of the ship.
and stratto the captins chair is mainly just to help me scale and position.
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