September 2, 2025

Canyon III - Wherefore Art Th'outlines



Taking a more detailed pass at what architecture and furniture might look like. I think/hope we could get away with doing dark outlines on figures and squeaking by with just drop shadows for objects. Then I see a thing emerging too where foreground stone architecture has these lighter outlines, and that might be fine.

Haven't thought AT ALL about interface and how you can tell what the heck you're interacting with and how. That's scary and we'll need to think about what you're interacting with in the first place. Nate mentioned not wanting gameplay to take place mostly in menus and submenus; like, in-world as much as possible. That's a good goal.


So yeah, instead of thinking about that, let's think about stone skinning. One of the first things we'll probably build out is well, building. Getting little people to remove stone and then put it back in whatever configuration you tell them to. In that case, we'll need little (or big?) piles of different stone types that the little people go to, and little stones that they carry around, and oh right we'll need actual little people. I started a test rig earlier this year and I think we have enough for Nate to get a figure walking around. Seeing that will give us a lot of info on character visuals--like what reads or doesn't read at different sizes, how thick/bold to make the various outlines, and for course: to pupil or not to pupil.

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