Development Forum |
|
Creatures: Albian ReGenesis 1 | 2 | 3 | 4 | |
|
Bifrost
|
11/23/2014 | 1 |
Well, I have to credit Liam with both guidance and artistic help in the seams and new textures. But without map editing, and precise such, this will remain a pretty picture... |
Bifrost
|
3/26/2016 | 1 |
Here's a thing I made for the same project. The purple temple, as seen in the background in the garden is now possible to turn into a room of its own. Now I just need to fix the insides, and probably a burrows/cave system downwards into the mountain.
Click for full view. |
Lodestar
Doringo
|
3/26/2016 | 1 |
Bifrost wrote: But without map editing, and precise such, this will remain a pretty picture...
I know I said this in the comments section of your bibble about it, though I think it would be more clearer if I posted this here too; I am willing to help you with the map edting, since I am experienced in using Map Editor. I can also make CA links for the lifts and set up CA emitters. |
Bifrost
|
3/26/2016 | 1 |
That is absolutely awesome, Doringo! You have cmpletely free reins, and you're free to use the images as you please. Let me know if there's anything you need me to do, and I'll get my hands on it as soon as I can. |
Bifrost
|
3/26/2016 | 3 |
The latest version of the background is here. It's been tweaked a little, and also cropped off slightly to make it more gentle on that poor map editor, while still keeping enough pattern repetition so that the wraparound can still work (as per Moe's instructions). |
Lodestar
Doringo
|
3/26/2016 | 1 |
If you know exactly where you're going to put the elevators I could do with a version of the background with the lift locations marked (draw them as colored lines). |
Bifrost
|
3/26/2016 | 1 |
Here be lift lines.
Red ones for regular up-and-down lifts, stopping at each floor, and he green ones are for sideways lifts and vehicles.
All lines are more or less negotiable, and feel free to modify them as you see fit. I'll add the graphics for the cables and wheels as sprites later. C1 and C2 regular lifts should be used. Should we make our own call button images? |
Lollipop Lord
C-Rex
|
3/26/2016 | 2 |
I love your work so far and I love how expansive the world is! I've always felt a bit ripped off how nearly all the metarooms that are included with C3/DS are far smaller than Albia in the first two games. |
Lodestar
Doringo
|
3/26/2016 | 1 |
You can make custom call buttons if you'd like to, but we should try to keep it about the same size as the call buttons they are based on. |
Bifrost
|
3/26/2016 | 1 |
We'll just use the old ones for starters and see what feels right when we've got som norns in there. Same with food, plants. critters, toys and machinery to begin with. But I really like the idea you mentioned earier, about making some new objects in the style of c1/c2. |
Lodestar
Doringo
|
3/26/2016 | 1 |
I'm currently working on mapping the kitchen and garden. The kitchen and learning computer rooms are pretty much set and I'm working on the garden. I have put in some guardrails for the learning computer room but it's only an opening 0 door, so it can easily be possible to make a button somewhere in the world which sets it to 100, just like in C1toDS.
I'll edit my bibble as I make progress. |
Bifrost
|
3/26/2016 | 1 |
We'll just use the old ones for starters and see what feels right when we've got som norns in there. Same with food, plants. critters, toys and machinery to begin with. But I really like the idea you mentioned earier, about making some new objects in the style of c1/c2. |
Lurhstaap
|
3/26/2016 | 1 |
Oh WOW. I really really hope this one works on my machine when you're done with it. Looks epic!
Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage" |
Jabber
|
3/26/2016 | |
Looking at the most recent versions of the map, the only thing I have to say is, are you okay with the color palette differences between the C1 and C2 assets? C1 is so "warm" that it's mostly red, orange, and yellow, while C2 is bluer and greyer, although not as blue and grey as C3/DS. If you wanted to make the assets blend more seamlessly, I'd suggest starting with making the C1 parts "cooler" and the C2 parts "warmer", and tweaking from there. You would also probably have to mess with saturation and contrast. |
Lodestar
Doringo
|
3/26/2016 | 1 |
I've decided to change the guardrails in the map to be opening 75 doors instead, so norns can't go through them but most objects can, like balls and other moving toys. |
Lurhstaap
|
3/26/2016 | 1 |
I have to say I am not personally bothered by the palette differences. I feel like they give the upper parts of the map a sunny openness and make the underparts look cooler and more underground.
Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage" |
Lodestar
Doringo
|
3/26/2016 | 1 |
The pallette differences don't bother me at all, it gives a good distinction between the lower and upper parts of the map, just like what Lurhstraap said.
Also here's my progress on the mapping. |
Bifrost
|
3/26/2016 | 1 |
Wow, Doringo! You're clearly not wasting any time, and it looks great from what I can see. This world has been three years in the making now, and I can't even begin to describe how thrilled I am about this becoming playable. |
Lodestar
Doringo
|
3/27/2016 | |
Bifrost, do you happen to have a cropped skyless version of the background? It might be useful for that day/night cycle you mentioned earlier in the thread, but we need it to be the exact same size as the current one so it lines up. |
Bifrost
|
3/27/2016 | 1 |
I do, somewhere. And if I've messed it up since reducing the size, I can easily make one. |
Bifrost
|
3/27/2016 | 1 |
I'm noticing a bunch of lacking lift lines in the big trees. I've added the upper level lines to fit with the original C1 background, and not adjusted to the ReGenesis world. Not at home to fix it right now, but I'll have an update ready as soon as I can. |
Lurhstaap
|
3/27/2016 | 1 |
It's sort of interesting how you've got Live!Yggdrasil at one end and Dead!Yggdrasil on the other end. Like bookends.
Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage" |
Bifrost
|
3/29/2016 | 2 |
Here are the updated lift lines (I've just overwritten the old file).
And still, red ones are for regular up-and-down lifts, stopping at each floor, and he green ones are for sideways lifts and vehicles, and also the submarine.
A part of me wants to add a lift somewhere underneath the house, perhaps close to the shower, and down to the C2 area underneath, seeing as all the ways down to the C2 lower parts are so close to the volcano, but another part of me thinks that it's actually a good idea to leave it as it is, feeling that those areas are supposed to be harder to access. |
Lodestar
Doringo
|
4/26/2016 | 5 |
Here is some more progress on the mapping of Albian Regenesis. As you can see in this image, the rooms are spreading far and wide over the overworld of Albian Regenesis and some rooms have been made in the underworld! |
Bifrost
|
4/28/2016 | |
This is so awesome, Doringo! And don't be afraid to spam us with progress shots. |
Lodestar
Doringo
|
5/2/2016 | 1 |
Here's the progress on the mapping. Only got the island to the right to do and then this will be halfway done! |
TreeSprite
|
5/2/2016 | 2 |
I'm happily watching and waiting. Great work so far! You've an audience of interested persons.
TreeSprite's Creatures Grove
TreeSprite's Creatures Grove Forums
|
Missmysterics
|
5/8/2016 | 1 |
I kind of like the idea, quite a large portion of the word seems to be pretty dark for my taste though (considerating it's supposed to be a re imagined albia anyway) will be watching the project for sure. |
Bifrost
|
5/9/2016 | 1 |
Hopes are that people will use the Garden Box and decorate and brighten up their ReGenesised Albias to their own taste. So if you feel that an area is too dark, you can add brighter decorations, if it's too empty, you can fill it up with things you like. Even more stuff has been erased from the background, so that people may choose to add them back with the Garden Box, add something else, or leave it open. Even though the background might not suit everyone's tastes, hopes are that the world will be customisable enough for everyone to enjoy. |
Lurhstaap
|
5/9/2016 | 1 |
Personally I really like how customizable it is. It'll be an excellent map for my flying Dragon Norns.
Conclude with killer catchphrase.
(Lurhstaap)
"This is not knowledge -
this is information!"
New Model Army, "Courage" |
KC11
|
5/11/2016 | |
This just looks like some really nice design all around. I'm wondering, do you guys plan on adding agents to the world once it's done?
Do not upset the ugly worm, lest it be a dragon in disguise. (>oo)>
|
Bifrost
|
5/11/2016 | 2 |
The goal is to have a fully functioning world with all necessary objects in it, such as lifts, food, toys and an eco system of plants and critters. My hope is to get a mixture of C1 and C2 stuff, with some new stuff added in. Just like the background image, really. That all depends a lot on external work, though, because I can't program anything other than perhaps some stationery foreground graphics. |
SpaceShipRat
|
5/21/2016 | 1 |
I've just seen that Purple Temple... wow |
Lodestar
Doringo
|
5/25/2016 | 8 |
Another progress update!
I'm pleased to announce that the mapping of Albian Regenesis is halfway to being finished! |
Ailiwen
|
5/29/2016 | 1 |
Lurhstaap wrote: Personally I really like how customizable it is. It'll be an excellent map for my flying Dragon Norns.
......?!?
Where was THIS announcement?
I gotta admit, I was just checking out the dev forum to see what the community was up to when I stumbled on this gem (Good job, Doringo- this world looks phenomenal) and was reading through the posts on this.
That's when I saw YOUR post, Lurhstaap. When did you decide to do flying ones?!
I'm awesome. 'Nuff said. |