outpost on muddy planet *updated*

Started by AndersM, Fri 31/12/2004 00:10:45

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AndersM

Old picture removed, new one aded below


The beginning of my drawing of an outpost on an barren, muddy, wasteland planet.

Just wanted to show it and maybee get som c&c. I'm planing to have about 4-5 scenes
with one or two buildings on each, so the place dosn't look to crowded...

you like?

TheYak

Since it's supposed to be barren, I'd think it would work.  However, there are a couple things detracting from the image.  1) The building looks a bit too flat.  Simple is okay but not if it looks 2-dimensional.  You wouldn't even have to do any hard perspective work but having it even slightly at an angle so you could see a side-wall receding would do wonders. 
2) The building doesn't blend with its surroundings. The somber coloring of the building wouldn't clash too badly but with the well-lit windows, you'd assume there'd be light and shadows cast from the building.  If you're using anything other than MS-paint, you can easily add a touch of glow around the neon lights and light from the windows (it doesn't have to be precise squares of light, it could be just making the area out front a little lighter).  With all the light beaming from signs and windows, I'd assume the rectangular unit on the roof would be a little darker as well. 

I like the look, reminds me a bit of SQ3 but with the soft-textured ground & sky and the hard-edged 16-color style building, it clashes just a bit too much.

SpacePirateCaine

#2
I like the idea of a wasteland planet, especially a little burger shack on some tiny outpost in the middle of nowhere.

Sparseness is by no means a bad thing, but even the smallest outposts will tend to clump together so that the people can get around in their towns without having to travel very far. Some homes, perhaps, would be detached from the town, but usually there would be a centralized location where you'd find your main buildings; like old villages during the goldrushes of the 'wild west'. Unless Megaburger is on the outskirts of town, I'd say it almost seems to be not crowded enough.

I also noticed a lack of roadway - if the ground is too slick or sinky to walk on, people would likely travel using some form of raised platforms, or vehicles. Otherwise, even a bit of packed down ground near the main door, and perhaps parking spaces (if people do use vehicles on this world) would likely add a bit of realism to the look of the picture.

I agree with YakSpit in that the building is a bit too thin from front to back. He already touched on the lighting aspect as well, so I won't get into that very much.

The overall haziness of the image, I like very much, it makes the planet look swampy and a bit foggy - especially by means of your blurry moon in the far background. You may want to sharpen up the foreground a bit to give a bit more depth to the image.

All in all, a cool concept that I'd be interested in seeing developed. Keep it up!
Check out MonstroCity! | Level 0 NPCs on YouTube! | Life's far too short to be pessimistic.

Candle

Little light on the ground from the windows would look good too .

AndersM

#4
Old picture removed, new one aded below

A little uppdate, but yet more to come. The buildings look similar 'cos they
are 'standard E-22 breathable athmosphere modules' or something...



Privateer Puddin'

save it as a png, rather than renaming a bmp, 750k for each image - ugh, whereas png is ~85kb

Einoo

Quote from: YakSpit on Fri 31/12/2004 02:06:04
Since it's supposed to be barren, I'd think it would work.Ã,  However, there are a couple things detracting from the image.Ã,  1) The building looks a bit too flat.Ã,  Simple is okay but not if it looks 2-dimensional.Ã,  You wouldn't even have to do any hard perspective work but having it even slightly at an angle so you could see a side-wall receding would do wonders.Ã, 
2) The building doesn't blend with its surroundings. The somber coloring of the building wouldn't clash too badly but with the well-lit windows, you'd assume there'd be light and shadows cast from the building.Ã,  If you're using anything other than MS-paint, you can easily add a touch of glow around the neon lights and light from the windows (it doesn't have to be precise squares of light, it could be just making the area out front a little lighter).Ã,  With all the light beaming from signs and windows, I'd assume the rectangular unit on the roof would be a little darker as well.Ã, 

I like the look, reminds me a bit of SQ3 but with the soft-textured ground & sky and the hard-edged 16-color style building, it clashes just a bit too much.
I like the buildings. There's only one nitpick with this picture: Why isn't there a K at the end of "attac"?
Now let's find out if gasoline is flammable!

Pod

Have you thought about using two point perspective for this image?

falconmusic

i love it. it has that barren feel to it. idplay this game.
Music. Writing. cool. http://falconmusicrecordings.co.nr

AndersM

Quote from: Einoo on Sun 02/01/2005 00:52:06

I like the buildings. There's only one nitpick with this picture: Why isn't there a K at the end of "attac"?



'cos I can't spell. I've changed it now. thanx.

Coochy

Reminds me of that amazing game Spaceship Warlock...

AndersM

#11




Uppdated pictures. The bottom screen is where you go
if you go right on the top screen. I'm planing to make the sign
of the motel relove, and ad some stuff here and there.

What do you think is a 'must' in a outpost like this?
Bar? Brothel?

I'm planning to ad a mine or something, so there is a reason
why the outpost exsists in the first place...

JimmyShelter

Nice barren feel.

You could give the poles some shadow.

BlackMan890

Well, if this is suposed to be a wasteland and a city in it, then i would not think that there would be Ads on the houses, netherless that it would be such good houses there.
Jonatan Nilsson
860 Iceland

Please go to www.simnet.is/elinnils52 and download my non ags/adventure game :)

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