Landscape Tile Design - UQdeco2800/2022-studio-3 GitHub Wiki
Overall Landscape Goal
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For Sprint 3, the landscape tiles were designed to give the game a more complete finish for an overall improve aesthetic for players. It was intended that all ocean, sand and grass tiles would be re-designed and a beach tile would be created where the ocean meets the sand which can be seen in the image above.
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The ocean tiles were re-designed with moving waves and darker colours were chosen as dark colours are often associated with impending doom, which is expected in this game as Atlantis is flooding. A re-design tile for flooding was allocated to a different group, Team 7; however, there were design conflicts that need to be resolved in the next sprint. Various orientations of the ocean tile were created to ensure the ocean's wave animation moved towards the Atlantis; giving a realistic sense of tides coming in, leading to rising sea levels; however, for this sprint, only one ocean orientation was implemented.
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The re-design behind the sand tile's re-design is similar to that of the ocean tile, a daker colour of brown was chosen compared to the original pastel yellow choice for the sand, additionally, the darker colour is softer on the player's eyes which is benefical as the player can play the game for longer without needed to rest their eyes.
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The grass tiles were re-designed to create a pixelated feel with more volume, as the original grass tile was almost one solid colour with the grass details being minisule. With this current design, a vibrant green was chosen to emphasis the area where resources will spawn, which is vital to winning the game. Additionally, the grass details are noticable, giving a realistic look to the grass tile.
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The beach tiles were designed to remove the stark contrast between the ocean and sand tiles meeting, the beach tiles also gave a more realistic and finished look in the game. Additionally, the soft tides can allude to rising sea levels due to high tides which mirrors real world phenomenons.
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Complications arised with the tile designed as the new tile designed were created with a 2:1 aspect ratio which was decided as the aspect ratio in previous sprints by the studio; however, the tile designs in the game originally had different dimensions. This was only realised towards the end of the sprint, thus only the beach tiles were adjusted to fit the game's tile orientation. If the beach tiles and grass tiles can be sucessfully implemented in the next sprint, their current designs will need to be adjusted to suit the game.
Ocean Tiles
- These specific tiles were adjusted to perfectly align with the game's tile orientation.
Main Waves
- Below are the various orientations of the main waves coming from the bottom of Atlantis, then the left of Atlantis, the top and lastly the bottom.
Corner Waves
- Additionally, there are tile designs for corner waves, for the bottom left and top left corners and the top left and bottom right corners.
- Unfortunately, due to the late realisation, adjustments for the other wave orientations to align perfectly in the game have not been made yet.
Implemented in Game
Beach Tiles
- These two images sum up the beach tiles that were considered and designed to ensure the island of Atlantis has the waves meeting its sandy shores. Each tile was created with care to ensure continuity when they are combined together. However, with the late realisation of the difference in dimensions for the existing game tiles and these tiles, slight modification will be made to ensure a flawless look when implemented. Below are the main beach, inner corner and outer corner tiles each consisting of seven frames for animation of the beach when implemented.
Main Beach
Inner Corners of the Beach
Outer Corners of the Beach
Grass Tiles
- These are all the grass tiles which we re-designed; however, again the designs could not be implemented because of the slight error in the dimensions of the tiles. Hopefully these designs can be included for the next sprint.
Main Grass
Grass to Sand Tiles
- Similar to the beach tile, these two images below outline all the possible tiles relating to sand meeting with the grass. Below that are the individual designs for each orientation. Only one frame was produced for each orientation because of the constraint in time, which happened because the sand to grass interaction was forgotten.