Maze Tiles
Stuff. To. Do.
We'll probably be able to use a small sub-team to start putting together a library of 'walls' for use in flick-scrolling mode.
For an example of the [technical, not artistic] style of graphics/motion I'm talking about, check out the Eye of the Beholder series of RPG games.
Download Eye of the Beholder
In short, a series of pseudo-3D, 2D tiles are needed; imagine they will be projected onto four different walls, and give the user an idea of what looking North, South, East and West from their current co-ordinates would give.
As far as locale and artistic direction go, this would be where we'd do well to further explore linking the project in with the 'ecologies' theme: will we re-produce a real-world location (possibly from another QUT campus), or possibly even use a real-world location's physical arrangement, but apply our own [far out, trippy] textures?
Good job for 1-2 team members. Any takers? 3D spatial skills and 2D texture skills recommended.
Tech Specs:
- Create an 8x8 maze on some grid paper with one or two paths, maybe even dead ends
- Consider that walls have no depth: create a N,S,E and W viewpoint from every co-ordinate
- Wall tiles do not have to be unique (otherwise you'd end up with 8 x 8 x 4 tiles)
- Explore possibility of having 'themed' rooms
- Each wall tile should, ideally, convey a sense of depth, and be a minimum 640 x 480 px resolution

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