Tuesday, July 21, 2009

Below are some thoughts of placements for certain things... hopefuly this will add to some more awesome ideas... the mores concepts I see, the more I like this.
I would like to see a little less wood though. Maybe roofs made from sails or plants.
A small dock, offset from the entrance to the mouth of the cave would add opportunity for a couple of buildings, plus a fisherman somewhere on the dock.
I think having most of the inhabitants of this area be on the beach, or in the cove's cave would be ideal. That way we can keep some of the idea of having homes built into the side of things, now a cave wall instead of a tree.
Look a the list of NPCs nate posted. We do not have to represent everything there, but a good handful would be nice.These people will need something to identify them, aside from just the character. We'll need some kind of visual sign (an icon), or objects in a building that make it fairly obvious what the building is for.example: The miner may have a few wooden beams, a shovel and a pick in a pile, with a sign dug into the ground that has a pick stuck in a rock.The archer may have a couple of targets set up with arrows sticking out of them inside the cave.
Keep it simple, keep it obvious.
So far the concepts we've seen are dead on with the style of art that FreeRealms is made of.
Unfortunately, most of it has been from 3 people.
So, take what you can from the below images, and bash together some more ideas for points of interest... things the player would do on this beach, or the outlying crags/hills/cliffs.




2 comments:

  1. I'll try to do some visual concepts before i try to explain this idea in too much depth, but I think that, rather than having a small dock and tons of open ocean, Austin had a great idea previously for the bulk of the pirate town to actually BE the docks.
    Setting floating buildings as well as trainer specific boats on the dock's ropes/webbing is a great idea. Basically a massive, winding, twisting, turning series of docks, which in the "main" section houses a massive pirate ship that forms the focal point.
    The docks would essentially be akin to streets in a town. The boats are "trader's boats" (trainers and merchants) that the character can visit for quests, items, and class-needs.

    Of course, the crags and Easter Islands things will all work well with this too. Surrounding the docks, and surely accessible. And Glen's cove design could easily fit these elements.

    HOWEVER, we need to be mindful of the scale of this project, and personally, i feel that the easter island statues serve better as a large single asset/homage (perhaps with an adventurer token behind them) than in multiples as an entire section of the map.

    Also, I should probably warn you that there is a "bandit hideout" fairly close to the beach; in reference to the bandit cave on the concept. This doesn't mean we can't use the idea, but we should probably use a different term. Maybe "plundergoons" or something like the baddies in freerealms?
    That would be a good piece to use as a battle zone. (if you play, you will probably notice several zoned-off areas to battle monsters/baddies.)

    I also like the pirate observatory idea, but maybe make it more specific? A giant crows nest with an enormous telescope watching the sea for invaders, or a lighthouse?

    whammy...whammy indeed.

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  2. hey guys sorry for the late replys I just got this thing to work and I didnt have a goolge now I do yes I like the Pirate idea better then the tree one i'm working on the tarvens like a meat shop and the black smith and armour I'll post when done

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