Art Assets and Tracking
Contents
Look and Feel
We're going for a Sci-Fi look where the feel is somewhere between World of Warcraft and Starcraft, a bright, upbeat mood. For the u pallet something like Age of Empires III, bright base colours with tasteful splashes of colour that highlight buildings and units. Our buildings should represent free-floating entities in space that are connected via a transportation system. This is similar to how Bio Shock represents Rapture, underwater buildings connected via tubes, but ours will be in space and not in the 1920's.
Example Age of Empires III with Tasteful Color Splashes
Requirements
Models
Models should follow the look and feel specifications. Models should be able to be placed or combined as in a tile based system.
Complexity
Models should be complex, but still keep a low polygon count. Model complexity and polygon limits will be further defined as we do more extensive testing of our 3D Engine.
Textures
All textures should be included in the model file. If they can't be extracted from the SketchUp file then they will also need to be included as *.png files. Textures' dimensions should be powers of two (2x2,4x4,16x16,32x32,64x64, etc.) and should be kept as small as reasonably possible.
Submission
Models will be uploaded to the Google 3D Warehouse. Depending on our needs we may also need to have the models uploaded to a folder on our SVN repository.
Colony Simulation
Models
Asset Name | Description | Scale (World Units) | Artist Assigned | Status | Priority |
---|---|---|---|---|---|
Command Centre | This is the building that will begin the construction of the colony. It is the first thing that the player is required to place. | 3 x 3 | Brendan - Complete | High | |
Low Quality Residential Building | This is the low quality living quarters of the colony. As opposed to the high quality residential building, the focus on its design is to efficiently fit as many of the populace inside as possible. It could be equated to the "projects" of the space colony. There are tier 1 and tier 2 version. | 2 x 2 | Brendan - Complete | Tier 1 Complete | High |
High Quality Residential Building | This is the high quality living quarters of the colony. Its focus is the comfort the people who live in it. Less people live here, but they are happier and live in luxury. There are tier 1 and tier 2 versions. | 2 x 2 | Brendan - Complete | Tier 1 Complete | High |
Mining Building | This building is placed on top of a resource square in order to harvest it. This is not tiered, meaning there is only one version. | 1 x 1 | Jordan - Complete | High | |
Resource Models | These are going to be used to represent the three different resources available to harvest on the map. What they are exactly, and how they look has been undecided. Things such as small gas nebulae, small chunks of rock, or small chunks of ice would all work. The only thing necessary is that there are three different kinds. | 1 x 1 | Brendan / bMurph (Particles) | All Three Complete | Low |
Commercial Buildings | These are buildings to which the populace will travel in order to buy goods and services. This category includes things such as shops, malls, and places for the populace to buy food, such as farms. These will take in resources to create their goods. If that could be worked into the designs, that would be good, but it does not need to be. There exist three of these buildings in tier 1 and three of these buildings in tier 2. | 2 x 2 | Project Spectrum | Preparing Concept Art | High |
Factory Buildings | These buildings refine the resources into higher tier levels. For example a tier 0 (raw) resource would be refined into a tier 1 (basic) resource. Ideas for this were refinery and industrial type buildings. There is one of these resources at tier 1 and one of these at tier 2. | 2 x 2 | Brendan (Refinery) - Complete | One remaining tier needed? | High |
Entertainment Building | The purpose of this building is to increase the happiness of the populace. These buildings include things like arcades and amusement parks. There are two of these in tier 1 and two of these in tier 2, though a texture swap in between tiers would be fine. | 2 x 2 | Jordan | del 12/16 | High |
Resource Transport Rings | A series of rings through which the transport ships will pass. These ships will move resources throughout the colony. Models will be needed for straight sections, elbow joints, T joints, and four-way intersections. | 1 x 1 | Brendan - Complete | High | |
Resource Transport Ship | The ship that carries resources from one building to another through the tubes. Different models for each resource would be nice, though a simple colour swap would be just as effective. | 1 x 1 | Jordan - Complete | Medium | |
Space "Roads" | This is the transport system for the populace. This moves people around the colony. The term road is used loosely since a system of transparent tubes would work just as well. Models needed would be straight sections, elbow joints, T joints, and four-way intersections. Even something as simple as a new texture on the Resource Transport Rings would work. | 1 x 1 | Brendan - Complete | Medium | |
Space "Road" Transport Unit | This is what carries the populace throughout the transport tubes. This could be things like a ship, "space cars", or even people moving with jetpacks. This is purely a visual thing for the player so any of these would work. If need be, a texture swap could be done on the Resource Ships to make this model. | 1 x 1 | Jordan - Complete | Medium | |
Reward Buildings | These buildings are rewards given to players to give them a sense of achievement and advancement. They are purely visual rewards, and at the moment, none of them have been decided. They can be anything that is interesting and fun, though they should be unique so that the player feels that they are something special when they are unlocked. | Variable (1 x 1, 2 x 2, 3 x 3, etc) | Concept Art Needed | Low |
- Note: On internal areas that are meant to be seen, such as transparent domes, be sure to create back faces for the internal sections; otherwise culling will prevent them from being seen.