Development > Artwork
The Future is... yesterday?
eleazar:
Going through the maps, i'm left with the feeling that this game is set in the 1990s, not 70 years in the future.
While i appreciate that it's a lot of work to make all these models and maps, i'm struck by the absence of anything to make this look like the future... even assuming an global and technological economic downturn, something will change.
I'd like to suggest some differences:
* Display screens are cheap and nearly paper-thin. No clunky CRTs
* Paper is still used but not nearly so much
* Signs and labels whenever possible are iconic rather than verbal, due to more global mixing
* Cars are different, perhaps with much smaller engines (fuel cell)?
* There are more people, thus things tend to be more crowded.
* however it's the near future. Jetson's type tech like tele-transportation, anti-gravity, ubiquitous robotic servants/ AIs, flying cars are still dreams for the future.
I expect Winter will have something to say on this topic.
Kildor:
I agree with eleazar.
It`s even 1980-70th years, when I look in some maps.
May be all story should be moved in 2020 years, or 2030.
Sometimes it look like Fallout world — 1950th style of future, sometimes — ruines of current days in 10-20 years after some disaster, may be after Second Cold War.
And there are nothing about this war in this world.
Winter:
I agree, but once again we're coming up against the fact that our modellers and texturers are volunteers, and if they're handing in a design that doesn't really fit the timescale then what are we supposed to do? Reject it? If we'd rejected every anachronistic model we'd received, we wouldn't have very much on the maps at all.
I'd be happy to have the maps looking more sci-fi, but the question is who's gonna put in the work to make that happen?
Regards,
Winter
BTAxis:
Well, simple things like computer screens aren't much of a problem. And if someone wants to make some more futuristic-looking cars as brushes in the map editor, we can put them on the maps with little effort as well.
Blywulf:
--- Quote from: Winter on February 14, 2008, 12:21:36 pm ---I agree, but once again we're coming up against the fact that our modellers and texturers are volunteers, and if they're handing in a design that doesn't really fit the timescale then what are we supposed to do? Reject it?
--- End quote ---
That's fully understandable. The solution to that issue is simple: concept art first, 3D model later. I'm pretty sure we'd have a lot more decent 3D models at our disposal if the modelers had had access to basic blueprints of large scale objects used in game. Sitters' Nanocomposite armour is a good example ;D
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