=================================== || Peragro Tempus ART DOCUMENT || =================================== The world: ========== The world should be split up in regions, prototyping each one with a region map and showing important features/style of the environment using concept drawings. This region map can be a blueprint or overview using a legend to determine the location of buildings, forests and landmarks(possibly using isolines). The region map should also come with a description: Telling a bit of history(who ruled/s the land,...). Behaviour of creatures, what they hunt/eat, where they live, how they act and walk,... Plant descriptions telling how fast and when it grows, if its posionous,... Descriptions of the towns. ... Region: ------- * Region map: -Place names -Creature areas -Significant landmarks -Climate(if this changes in the region) -Plants * Concept drawings: -Examples of building styles -Creatures -Plants -'Special' areas (optional) * Descriptions: -Quests and NPCs -Climate description -History -Plants description -creature behaviour -Towns/Place names Note: in the repo group everything per region: Toolpipe: ========= Non-animated objs: ------------------ - 3d max/Mlender/Maya <--UV-map/texture--> Photoshop/Gimp - CS Plugin/script/convertor - Anvil Animated objs: -------------- - 3d max/Mlender/Maya <--UV-map/texture--> Photoshop/Gimp - Cal3d Plugin/script/convertor Terrain: -------- - Anvil Terrain: ======== Paged terrain sharing edge vertices to avoid cracks. Using 16-bit heightmaps. Updating: ========= Be able to add art easy and fast with anvil.("upload changes to server"-button) The client could directly download (and install) the "small" update, so you can literaly see the world expand online. The reason for every obj in its own file.