The sky is the limit...
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The sky is the limit...
While playing with pictures having some sky I had to idea to include some sky as terrain usable only for flying units. Also the upper part of the map could be lined with some sky, specially the fake half hex. It could enhance the perspective. A variant of that would be that the box with info on the top of the map could be overlayed on a sky picture/drawing instead of the basic dark grey we have right now.
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Re: The sky is the limit...
Um, i'd have to see an example, but it sounds like it would destroy the perspective, and look really odd. Unless we are talking about a map so high up that all you see below is clouds?Christophe33 wrote: It could enhance the perspective.
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canyon is already a flying unit only terrain (or will be when included), so the sky could be an alias of it if wanted as a true terrain. But have some sky on the top of the map ffor aesthetic effect would be cool too, specially if it included the day/nights effect , thus save places on the side were the time of the day is presently indicated.Neoriceisgood wrote:Just make a canyon filled with clouds, where flying and ultra-light creatures could move.
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That would be true only for a pure top down view witch is not that we use. A narrow ban of sky on the top (plus maybe a sky background for the text above the map) should not destroy the perspective but enhance it.quartex wrote:Bad idea. It would destroy the perspective. Remember we're looking down on the units and the terrain, not across at a horizon. You shouldn't be able to see the horizon or sky, as it would get confusing.
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Incorrect. Our isometric view looks down only, and the sky is up. There can be no sky.Christophe33 wrote:That would be true only for a pure top down view
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You could see the sky if there was a very sharp, deep drop in the landscape; for instance, if the level took place on the edge of a high plateau. (you might still not be able to "realistically" see it, but I think the eye would accept it -- eg, some console RPGs used this to provide a sense of "height" to tall buildings and mountains)Elvish Pillager wrote:Incorrect. Our isometric view looks down only, and the sky is up. There can be no sky.Christophe33 wrote:That would be true only for a pure top down view
Daniel
e.g think zelda. And ofttimes, said sky was not quite that, but a view of far-away/far-below land.Integral wrote:You could see the sky if there was a very sharp, deep drop in the landscape; for instance, if the level took place on the edge of a high plateau. (you might still not be able to "realistically" see it, but I think the eye would accept it -- eg, some console RPGs used this to provide a sense of "height" to tall buildings and mountains)Elvish Pillager wrote: Incorrect. Our isometric view looks down only, and the sky is up. There can be no sky.
Daniel
However, it would be nice for any "castle in the clouds" type scenarios, where you are in some floating city high in the air.
Yes, a castle in the clouds, or having clouds with units on them floating across the landscape would be very interesting.
How many final fantasy type games have we seen with floating castles (I'm thinking legend of mana and others) that are on floating islands and contain demons that terrorize the land? I can imagine a scenario like that which could be cool.
How many final fantasy type games have we seen with floating castles (I'm thinking legend of mana and others) that are on floating islands and contain demons that terrorize the land? I can imagine a scenario like that which could be cool.
Probably not. I'm not suggesting it for a core campaign, but if someone wanted to create a different world with floating islands, it might work. But I agree that it doesn't fit into the world of wesnoth.Bander wrote:I really like that idea. But it is kind of really well used with the flying fortresses in every single rpg ever. It still would be cool though. but would it be Wesnothish?