Official Art Direction Thread

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By Leo 30 Dec 2015 23:06

Moderator · 70 comments

Hi everybody,

I'd like with this post to centralize discussions about the art direction of Tuxemon.
This thread should be more focused on the general AD, discussions on specific monsters should go in another thread, when the general direction has been agreed upon.

There are already some good contributions, so I hope we'll have a good time contributing together!

You can see a short proposition for the concept design of Tuxemon at this address:
https://drive.google.com/file/d/0B6IZeV … sp=sharing

My main proposition is to give a slight Egyptian twist to the bazaar, and a futuristic look to the cathedral.
We could connect the overall world mythology with Egyptian themes, visual clues and environment. However since the bazaar would be a low-tech rebel community, there wouldn't be gigantic pyramids, but fairly small underground structures for temples.
The cathedral would imply that the closed-source faction would be sci-fi knights.

There's also a proposition for starters and their evolutions (water bird, rock cat, fire iguana). They still need some touching up, however.
Also the girl's design has been revised.

For the stylistic choice, the current style used is a fairly default cartoony look.
I would probably like, for the overworld, to use pastel retro colors, a bit like what is shown in the concepts.

Please give your opinions and propositions!

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By tamashihoshi 9 Jan 2016 22:57

Champion · 251 comments

Egyptian mythology, or oriental stuff is rarely used in general, which makes this a good idea... I thnk...
I have no idea about the colors and design stuff, I'll leave that to others to comment. I'll just stay at my spriting stuff I think smile and when I make sprites, I can still change the colors afterwards, also correct the design.. so things are fine.

Does the complete setting only consist of the scifi and egyptian part? I don't know if the diversity of tuxemon would suffer...
Thinking of the fusion function of tuxemon, there would only be a egyptian/desert + medieval/knight fusion. They all have similar colors or design in some way... so fusion might get boring. Not sure though, just an opinion.

Something I wanna ask you is: On page 7 you have the tuxball catch design.. I like it and I would like to animate something like this... BUT I have no idea how to get from step 1 to step 2.... I mean, the ball is lying around at the right side. And suddenly its around the tuxemon... any idea how to connect that?

For that catch animation I'd make seperate animations which would be displayed at the same time... because 1 line + 1 circle is always in the background, and 2 lines + 1 circle is the foreground. Also they need different depths to get behind the tuxemon.
Maybe the tuxball catch animation needs to be bigger than the current animation size limit... txmn are 64x64, txball should be 96x96 maybe?

One last thing: The playable chars have the tuxemon logo on their clothes... and while the rebel doesnt have the logo, the knight has that logo on his armor. That made me think: What does that logo/symbol mean in the world of tuxemon? Does it have different meanings depending on what setting you are (holy at scifi, forbidden in egyptian, i dunno)?


We'll meet again, don't know where, don't know when. But I know we'll meet again some sunny day!

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By ShadowApex 10 Jan 2016 00:12

Lead Developer · 374 comments
tamashihoshi wrote

Does the complete setting only consist of the scifi and egyptian part? I don't know if the diversity of tuxemon would suffer...
Thinking of the fusion function of tuxemon, there would only be a egyptian/desert + medieval/knight fusion. They all have similar colors or design in some way... so fusion might get boring. Not sure though, just an opinion.

I think that this is a very good point.

It would be really interesting if each of the 7 pillars had their own unique cultural flavor that sets them apart from each other. One city encompassing a pillar could be heavily sci-fi Japanese influenced, another sci-fi Russian influenced, etc. Towns along the outskirts of these pillars that belong to the bazaar could also have these cultural influences, but be different in that they are low-tech decentralized versions of their high-tech counterparts (farms, pubs, street shops vs. large structures, enforcers, etc.) and would use warm colors while the pillar cities have colder colors.

Here are my thoughts on different cultural influences we could use for individual pillars:

Egyptian


Pillar Cities
  • Large sci-fi inspired pyramids and structures.
  • Enforcers in Egyptian mythology inspired armor (ala Stargate style)

Bazaar Towns


Japanese


Pillar Cities

Bazaar Towns


Russian


Pillar Cities

Bazaar Towns
  • Medieval European-style country side.
  • Medieval shops, dirt roads, etc.

...

This is 3 to start with, and I'm sure we can think of ideas for the other 4 pillars. Thoughts?


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By Leo 10 Jan 2016 10:55

Moderator · 70 comments

Thanks for your inputs!

Here is the rationale for having only one theme in the main game:
- a coherent and recognizable look that would define the game at first sight. E.g. each pkmn game focuses on one region or country. I doubt the X/Y generation would have been better if instead of France they had blended all European cultures together.
- feasibility. The scale of integrating many cultures is way too ambitious.
- it's easy to add afterwards new regions/islands/planets (whichever is chosen) that would be focused on some other culture.
- it actually adds to the richness of the lore by suggesting that what you see is only a part of a much bigger world. E.g. LOTR, where you don't get the complete backstory of everything, but you catch glimpses of it. It does not forbid to add foreign influences, since for example the Sumobug could have been brought from some Japanese-inspired country, and found an ecological niche there.
There will still be variations, with some mountainous, coastal landscapes and everything.
These are why I think we should stick to one theme - not necessarily the one that I proposed.

For the logo being present on both sides, I thought of two possible reasons:
- It is the logo of the cathedral, and our heroes start by believing that the cathedral is good. They learn more about the world during their adventure.
- They use the same logo because both sides pretend to act for the good of the people and of the tuxemons.
This is a choice to make the moral matters less clear-cut, but this may be changed by giving the cathedral its own logo.


For the ball catching animation, the ball separates into the five parts that set into position. You could also do it with a flash coming from the ball that directly transition to 2. I was sloppy doing this drawing, but if you want to do it correctly you should use circle shapes and 3D-transform them to have good guidelines (you can do it in Krita or Gimp).
But you are right, there's the depth issue, and it may be too complex to do...
For the size of the sprites, ShadowApex is the man who should answer this question.
I also think the size and color limitations are a bit harsh, where do they come from? The engine? Is it because you want to be able to fit this in a GBA cartridge or some other retro system?

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By tamashihoshi 10 Jan 2016 15:44

Champion · 251 comments
Leo wrote

Here is the rationale for having only one theme in the main game: bla bla bla
There will still be variations, with some mountainous, coastal landscapes and everything.
These are why I think we should stick to one theme - not necessarily the one that I proposed.

So, if I got it right... the main campain fixes on one theme while others exist in the world. Then things are fine.. as you said yourself, tuxemon like sumobug can still exist somehow in the medieval/scifi/egyptian area. I asked about the theme because I thought the whole world only consists of those 2 nations...
I'm fine with "main campain at egyptian vs mediaval/scifi". Subtle messages of other nations and history is always cool, in my opinion its also more powerful.
about the egyptian theme: Not sure, if it's not better to be oriental instead of egyptian. Or mainly egyptian and oriental on the "borders of the map"... the oriental theme is a bit more open

Leo also wrote

For the logo being present on both sides, I thought of two possible reasons:
- It is the logo of the cathedral, and our heroes start by believing that the cathedral is good. They learn more about the world during their adventure.
- They use the same logo because both sides pretend to act for the good of the people and of the tuxemons.
This is a choice to make the moral matters less clear-cut, but this may be changed by giving the cathedral its own logo.

about a: sounds interesting in theory but might get a little hard when turning it into reality...
first of all, if the main character you play has a shirt on with the logo of the cathedral on it and finds out, that the cathedral isnt as cool as they thought... the player might get the choice to turn against the cathedral or turns against the cathedral automatically because of the campain story. If I'd get pissed on the cathedral, I wouldn't wear such a shirt/cap anymore. Since I don't wanna run around naked, I'd like to wear something else, thus, my sprite sheets would need to be changed.
Also, things get very complicated with the tuxeball. logo from cathedral + tuxeball looks like their logo = tuxeball was made by cathedral guys. brain says "i need tuxemon to help others" but moral says "if i buy tuxeballs i am contributing money to the cathedral". How are we gonna fix that? Or will the main character commit suicide when finding out their evil? Would be a pretty fast and interesting end for the game big_smile hahaha...

about b : yes, sounds better. But that still doesnt clear my question about the meaning of the logo... if both are using the logo for the "same" reason, the logo must have appeared from a neutral 3rd party. or maybe the cathedral and bazaar dudes were in a peaceful union earlier and their elder guys studied media design and made that logo. Then they died and the other guys seperated. Dunno.

Edit: added a space between b and : because it wrote "about cool yes, sounds better." before. funny, but might be a little confusing big_smile

Last edited by tamashihoshi (10 Jan 2016 15:45)


We'll meet again, don't know where, don't know when. But I know we'll meet again some sunny day!

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By tamashihoshi 10 Jan 2016 15:53

Champion · 251 comments
ShadowApex wrote
tamashihoshi wrote

Does the complete setting only consist of the scifi and egyptian part? (...)

I think that this is a very good point.

It would be really interesting if each of the 7 pillars had their own unique cultural flavor that sets them apart from each other. (...)

This is 3 to start with, and I'm sure we can think of ideas for the other 4 pillars. Thoughts?


having 7 pillars, each one really integrated in the game would be too big. I mean, if you only show a glimpse of the other pillars, its weird. Why would you just show the japanese pillar, think "im gonna free the tuxemon there someday" and never do it? But if you do something like that, the game would become cursing huge and would be very confusing. Even with a map and with a quest log, the player needs an overview of everything... especially when it comes to dialoges with NPCs and side quests.

Maybe with a main villain other cultures would be possible to get into the game.
Example: scifi/medieval is the main enemy and has multiple pillars (having some kind of system or order, protecting the central or something like that... or maybe make tuxemon wild and aggressive somehow, like in digimon adventure 2 with the black pillar thingies) and around the scifi world are different countries with different cultures. at second thought, this is also alot, but might still be easier to manage then 7 areas, each with different pillars.


We'll meet again, don't know where, don't know when. But I know we'll meet again some sunny day!

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By ShadowApex 10 Jan 2016 19:23

Lead Developer · 374 comments
Leo wrote

For the size of the sprites, ShadowApex is the man who should answer this question.
I also think the size and color limitations are a bit harsh, where do they come from? The engine? Is it because you want to be able to fit this in a GBA cartridge or some other retro system?

For the capture animations, we can use any size, as long as it's agreed upon. If a 96 x 96 capture animation is made, I can make it work. smile

The sprite size limitations are to both maintain a more retro feel to the game and allow compatibility with the GCW-Zero gaming console, which has a 320x240 resolution screen. The color limitation was suggested primarily to also maintain a more retro feel, but we can choose to use more colors if we need to.

Leo wrote

- a coherent and recognizable look that would define the game at first sight. E.g. each pkmn game focuses on one region or country. I doubt the X/Y generation would have been better if instead of France they had blended all European cultures together.
- feasibility. The scale of integrating many cultures is way too ambitious.
- it's easy to add afterwards new regions/islands/planets (whichever is chosen) that would be focused on some other culture.
- it actually adds to the richness of the lore by suggesting that what you see is only a part of a much bigger world. E.g. LOTR, where you don't get the complete backstory of everything, but you catch glimpses of it. It does not forbid to add foreign influences, since for example the Sumobug could have been brought from some Japanese-inspired country, and found an ecological niche there.
There will still be variations, with some mountainous, coastal landscapes and everything.
These are why I think we should stick to one theme - not necessarily the one that I proposed.

You're right that having 7 different regions like this would be pretty ambitious to accomplish. My main concern is if the Egyptian region is diverse enough to offer varied landscapes to make the game interesting to explore. Pokemon X/Y had many towns and areas that were quite different from each other, from snow covered mountain cities to large coastal areas.

To make the multiple culture idea less ambitious, what if we lowered the total number of pillars and divided the campaign into individual "episodes"? Each episode would be around 3-4 hours of content that would make them easy to focus on and accomplish in intervals. We could lower the number of pillars to 5; one for each one of the main elements of Wu Xing. Each pillar region could also have an elemental influence to it, similar to the world of Avatar: The Last Air Bender.


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By ShadowApex 10 Jan 2016 19:28

Lead Developer · 374 comments
Leo wrote

E.g. each pkmn game focuses on one region or country. I doubt the X/Y generation would have been better if instead of France they had blended all European cultures together.

I also wanted to comment that we don't necessarily need to follow Pokemon's pattern of a specific region per game. I think that this works well for the Pokemon series because it is a franchise that spans across multiple games.


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By Leo 11 Jan 2016 10:42

Moderator · 70 comments
ShadowApex wrote

You're right that having 7 different regions like this would be pretty ambitious to accomplish. My main concern is if the Egyptian region is diverse enough to offer varied landscapes to make the game interesting to explore. Pokemon X/Y had many towns and areas that were quite different from each other, from snow covered mountain cities to large coastal areas.

Okay, that's where pictures are worth thousands words. Of course we can accommodate all varieties of environment in the Egyptian setting. Basically, without even stretching reality, we have:
- Snowy mountains
- Ancient ruins
- Lush forests (there are very few forests in Egypt, but we don't need to stick too much to it)
- Historical and modern cities
- Coasts and rivers
- Deserts
- Caves
And then some (petrified forests for example, would look amazing).
There's also the fact that we can play with the cathedral high-tech elements.
I'll prepare for this weekend quick concepts for as much environments as possible to show how it would look like.

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By Berosk 11 Jan 2016 20:41

New member · 4 comments
Leo wrote

Okay, that's where pictures are worth thousands words. Of course we can accommodate all varieties of environment in the Egyptian setting. Basically, without even stretching reality, we have:
- Snowy mountains
- Ancient ruins
- Lush forests (there are very few forests in Egypt, but we don't need to stick too much to it)
- Historical and modern cities
- Coasts and rivers
- Deserts
- Caves
And then some (petrified forests for example, would look amazing).
There's also the fact that we can play with the cathedral high-tech elements.
I'll prepare for this weekend quick concepts for as much environments as possible to show how it would look like.

I'm all for keeping everything Egyptian and see what your take on the different environments in those settings. Lowering the pillars down to 5 makes sense and would allow us to talk about making the different environments specific to the Wu Xing.

Water = River/ body of water area(coasts and rivers?) Silt-Lake-City
Fire = Landscape with a focus on lighting and the color red? Perhaps some sort of Ancient ruin "praising" a fire tux monster? (Sun god RA temple?)
Earth = Desert town, more beaten down then the others gritty, perhaps caves Fortress-of-shali
Wood = Lush forests / Oasis type scenery Kharga
Metal = Modern city, skyscrapers with an Egyptian feel, think Stargate, polished more smooth versions of temples etc.

Each of these could also have the same theme of Fire where there is a "master" monster of each flavor and maybe the pillar is whats trapping it and allowed the cathedral to enforce these rules. Also having a modern version of each of these with more emphasis on future and control could give us the cathedral look and design of the pillar.

We could also have a few of the other ideas as small "hubs" for information and tux information gathering without having to add additional pillars.

In the end, as Shadow stated, the region specific content may not make sense for us.

Last edited by Berosk (11 Jan 2016 20:42)

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By Leo 17 Jan 2016 20:20

Moderator · 70 comments

I'm awfully late (busy week!) and nothing is finished yet, but here's a modest starting point.

Thank you for your suggestion Berosk! I love the idea of a "Venice on the Nile" (first sketch!).
It should probably be one of the most important towns in the game, where you hop on small boats to go from island to island.

So basically with the various towns and environments, we have at least 12 possible types of backgrounds. It should be plenty enough.

I haven't really decided anything on the architectural front, so if anybody wants to contribute, you can just compile some references of Egyptian buildings that would serve as a basis for Tuxemon's buildings.

Similarly, the next step would be to make a map (like this: http://cdn.bulbagarden.net/upload/thumb … s_alt.png) of the region where each of the environments would go. Making a path through this map would help in thinking the story.
(it doesn't have to be pretty, I can make a pretty version later)

env_4drafts_zpso065v6ai.jpeg

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By ShadowApex 18 Jan 2016 20:07

Lead Developer · 374 comments

These sketches look awesome, thanks for doing them!

Seeing these visuals, I think you're right that an Egyptian theme would have enough diversity of landscapes. I'm still partial to having a few other cultures for different regions, but regardless of which direction we end up taking, I think we can start with making everything Egyptian-focused. If the community wants to include art and regions from other cultures in the future, we can work on including them if there's a big enough drive to do so.


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By Leo 18 Jan 2016 21:50

Moderator · 70 comments

Well, I thought about this theme after seeing the rest of the project, and trying to find what would integrate all that in an interesting way, to be strongly differentiating point. Otherwise I have no hidden interests for Egypt -in fact it will be a good occasion for me to learn more about it too.

Anyway, ASAP we'll have a dozen of sketches for each type of environment, so that people can contribute easily, and will be more tempted to come onboard.
But before that, we need to shape a bit the story and gameplay. What's your plan to advance these parts?

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By ShadowApex 20 Jan 2016 20:10

Lead Developer · 374 comments
Leo wrote

Anyway, ASAP we'll have a dozen of sketches for each type of environment, so that people can contribute easily, and will be more tempted to come onboard.
But before that, we need to shape a bit the story and gameplay. What's your plan to advance these parts?

We already have a rough outline of the overall story, that I've put here on the wiki. I'll try and work on rewriting that page to make a more comprehensive outline of the story we have so far.

Core gameplay will consist of something along these lines:

  • Player's main objective is to destroy all the pillars of the cathedral.
  • Towns and outlying areas can have optional side-quests that the player can complete. These side quests will give more background on the world of Tuxemon and explore different stories of its inhabitants.
  • Player can capture creatures and use them to fight other creatures or players.
  • Creatures can learn new techniques and transform (evolve) into different "branches" of monsters for different play styles. (E.g. transform into a slow, hard hitting monster or a quick, light hitting monster).
  • Creatures can be bred together to create a finite number of hybrid monsters. (Exact mechanics still TBD)
  • Catching creatures in Cathedral-controlled areas is "illegal", and subject to Enforcers battling you to try and take away illegally captured creatures.
  • After a pillar is destroyed, creatures in that area are "freed", in that Enforcers will no longer challenge you to take away creatures caught in that area.


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By Leo 20 Jan 2016 22:25

Moderator · 70 comments

Yes, I read that. But it's still a long way from defining anything.
That is to say who are the characters, and their interactions, how cities work, what people do, ...
For example, for creatures, type system, if there are code related moves, what kind of overall look (more childish or more fantasy like) etc, are very important.
It's not that nothing can be defined without these, but it will be less interesting, and less successful; in good games the gameplay and the design are inseparable.

The other reason is that I don't want either to seem like I want to do everything by myself, nor spend days or weeks drawing for something that will be useless.
Defining the main antagonists, characters and locations should strongly impact the story (or the other way round).

For example, one element about the story. There is this notion of "free" or "locked" creatures. If you want to introduce this as an essential part of the story/gameplay, it should be represented visually. By a collar, a color shift, something that makes sense with the other elements.

Should I start to design everything anyway? (leaving room for contributions of course).

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By tamashihoshi 21 Jan 2016 18:52

Champion · 251 comments
Leo wrote

For example, for creatures, type system, if there are code related moves, what kind of overall look (more childish or more fantasy like) etc, are very important.
It's not that nothing can be defined without these, but it will be less interesting, and less successful; in good games the gameplay and the design are inseparable.

I second this ... it reminds me of the problem M.U.G.E.N. has big_smile

Should I start to design everything anyway? (leaving room for contributions of course).

IMO this would be a good start to give the ideas some shape... but I'd also want to know apex's opinion about all of this before

..actually I just want to say: thanks for contributions and all the work you do, i like your artwork and ideas big_smile keep up the good work!


We'll meet again, don't know where, don't know when. But I know we'll meet again some sunny day!

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By ShadowApex 23 Jan 2016 22:47

Lead Developer · 374 comments
Leo wrote

Yes, I read that. But it's still a long way from defining anything.
That is to say who are the characters, and their interactions, how cities work, what people do, ...
For example, for creatures, type system, if there are code related moves, what kind of overall look (more childish or more fantasy like) etc, are very important.
It's not that nothing can be defined without these, but it will be less interesting, and less successful; in good games the gameplay and the design are inseparable.

The other reason is that I don't want either to seem like I want to do everything by myself, nor spend days or weeks drawing for something that will be useless.
Defining the main antagonists, characters and locations should strongly impact the story (or the other way round).

For example, one element about the story. There is this notion of "free" or "locked" creatures. If you want to introduce this as an essential part of the story/gameplay, it should be represented visually. By a collar, a color shift, something that makes sense with the other elements.

You're completely right that we need to more clearly define the various characters and background that will make up the world of Tuxemon. I too don't want you to have to do all of this, but do very much value your input. I have for quite some time been concentrating mostly on the code base and game functionality, but I think we're now at a point where we can really start moving forward with more clearly defining the story. I'll try, in the next few days and coming weeks, to make a more consorted effort to write some pages on the wiki that will flesh out these details.

I think that specific idea of visually showing whether a creature is "free" or "locked" is a great idea. I originally planned on using a simple icon to denote whether a creature was free or not, but I really like the idea of using a collar or color shift. It might look even better if we used a combination of those visuals. Discussing visual features like these are awesome, because it also allows me to also start thinking about how we could implement these sort of visuals in the game itself (E.g. procedurally generating collars, color shifting techniques, sprite overlaying, etc.).

Leo wrote

Should I start to design everything anyway? (leaving room for contributions of course).

I agree with tamashi and think that even rough sketches of potential design can be invaluable. The more certain we are with a particular design decision, the more detailed we can be with the concept art and assets.


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By Leo 24 Jan 2016 19:51

Moderator · 70 comments
tamashihoshi wrote

I second this ... it reminds me of the problem M.U.G.E.N. has big_smile

Yeah this is basically the main problem of Mugen. And that's exactly what should be avoided...
Thank you for your support, sorry for derailing your thread the other day, and good luck with the uni!

@ShadowApex: What part of the story are actually set in stone?
I love the idea of virtual reality, having the copyright and the bazaar, etc, but I really have an ethical problem with how the current write-up mixes piracy and libre-ness issues. I would avoid completely the piracy issue if possible to avoid confusing the discourse of the game.

By the way, if you really want the creature lock mechanism to be a central gameplay element, you should watch a let's play of Pkmn Gale of Darkness, since this is also its main mechanic.


Anyway, back the overworld.
Here are two sketches for some oasis and mountain environment. I'll may do a few other ones and then start finishing things up.

If anybody wants to give some input about the map or the architecture of the buildings in the game, I'd like to hear your opinion.

env_2drafts_zpsgshadlv4.jpeg

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By bitcraft 25 Jan 2016 02:01

Champion · 166 comments

Love the sketches!  I wonder if they would be appropriate as backgrounds for combat?

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By ShadowApex 30 Jan 2016 06:58

Lead Developer · 374 comments
Leo wrote

@ShadowApex: What part of the story are actually set in stone?
I love the idea of virtual reality, having the copyright and the bazaar, etc, but I really have an ethical problem with how the current write-up mixes piracy and libre-ness issues. I would avoid completely the piracy issue if possible to avoid confusing the discourse of the game.

By the way, if you really want the creature lock mechanism to be a central gameplay element, you should watch a let's play of Pkmn Gale of Darkness, since this is also its main mechanic.

Thanks, I'll check out Gale of Darkness and see how it compares.

In terms of what is set in stone, I've been updating the World Lore wiki page with some more detailed information to have something to work off of. I'll keep trying to update this page more in the next days and weeks.

I agree that including "piracy" would muddle the narrative. I do like the idea of "Enforcers" though. My thoughts to move away from including piracy are that the player could purchase Pillar-created monsters, but would be subject to terms and restrictions on how you can use that monster. This would include things like not being able to use the monster in certain areas, etc..

If the player breaks those restrictions, then enforcers could attempt to revoke the player's rights to that Tuxemon (e.g. take them away). This mechanic could also be used in the narrative, like the player's first monster they purchased legally was taken away from them for using it in an unapproved area. This would be a good motivation for the player to try and free their first monster from the Enforcers to start our hero along the path of destroying the pillars of the cathedral.


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By Leo 31 Jan 2016 23:23

Moderator · 70 comments
ShadowApex wrote

In terms of what is set in stone, I've been updating the World Lore wiki page with some more detailed information to have something to work off of. I'll keep trying to update this page more in the next days and weeks.

What's on the world lore page is still more about the general themes than a plot. Two plots fairly consistent with the world lore page were proposed in the thread https://forum.tuxemon.org/thread.php?id=78 (one by Sanglorian, one that I asked a friend). What do like about each, what do you not like?

By the way, enforcers are a cool idea, so here's a sprite for the basic troops.
Also, meet the Tuxemon's prof (not sure what his role would be, maybe the inventor of the ball system?). He already has a sprite.
To dump old things, here are backsprites for rockitten and rockat, and the steel tiger (he should be of a different lineage than the cats).
No landscapes this week because no time (duh).

sprite_prof_zpsim6bqaf2.png
sprite_enforcer_zpszedivzyc.pngprof_zpskcpnysld.jpg

l_f_zps84cwjbtr.pngl_p_zpsnzequanl.png
l_b_zps84o97yqb.png

b1_zpstu4slilq.png
b2_zpsefifwe51.png
b3_zpsjgxvuxwy.png

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By ShadowApex 2 Feb 2016 06:21

Lead Developer · 374 comments
Leo wrote

What's on the world lore page is still more about the general themes than a plot. Two plots fairly consistent with the world lore page were proposed in the thread https://forum.tuxemon.org/thread.php?id=78 (one by Sanglorian, one that I asked a friend). What do like about each, what do you not like?

You're right that there's still not a concrete chapter-by-chapter plot written on that page yet. I'm still working on it and should hopefully expand on it more soon (which can be up for revision if needed). I did write a small introduction section which has a potential starting point for the story.

I just read the proposed plot in your post and replied in the same thread here: https://forum.tuxemon.org/thread.php?pid=624#p624 . I had also posted my thoughts on Sanglorian's original post there. I'm especially fond of the "Tuxepedia" idea in that proposed story.

Leo wrote

By the way, enforcers are a cool idea, so here's a sprite for the basic troops.
Also, meet the Tuxemon's prof (not sure what his role would be, maybe the inventor of the ball system?). He already has a sprite.
To dump old things, here are backsprites for rockitten and rockat, and the steel tiger (he should be of a different lineage than the cats).
No landscapes this week because no time (duh).

The new artwork is amazing! The professor design and other sprites look great. I thought that Yalyn's old man sketch also looked like could be a grumpy looking professor.


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By Leo 13 Feb 2016 21:05

Moderator · 70 comments

Here's a draft for the basic female enforcers and boss male enforcers.

enforcers_zpswws1k7hl.jpg

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By Leo 19 Feb 2016 23:20

Moderator · 70 comments

Did a few sprites to relax today...
So nobody wants to look for some refs for the architecture (more details on this task in one of my posts above)?

enforcersboss_mbasic_f_and_rebels_zpsg3uj5zif.png
rebel%20grill_zpslfmgam9c.jpg
last_drafts_zpsfmmadeqq.jpg

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By benneti 19 Feb 2016 23:32

Member · 38 comments

Well I can try some scetches for architecture next week.
Should I do things, which are really done in Egypt like the buildings are not finished because then they don't have to pay taxes?
(I think I have some private photos of some temples and so on if you are interested but Wikipedia should have enough)

Also would it help if I wrote some holy and typical animals up, as an inspiration fitting the Egypt motive(I may try to draw some txmn but I think they won't look great)