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Buildings Style

nicococole edited this page Aug 28, 2022 · 43 revisions

Overview

The building choices of this game were largely inspired by existing buildings in real-time strategy games, the building designs were created with greek and medieval concepts in mind to suit the game's overall atlantean theme, while the building art style is pixel art. Building inspirations were gathered from online resources, to outline initial designs, which were refined and added to the the game as the current building design.

Building Types

Barracks

Building Inspirations

  • The barracks in the existing game of Age of Empires II was used as the primary inspiration for look of the barracks which can be seen in the first image below.
  • This resembles castles in the real world, which can be seen in the second and third images below. These were also used as reference when initially designing the barracks.
  • The last image below was used as a reference for an atlantian colour scheme for the atlantean themed barracks.

Initial Designs

  • Initially, the studio had decided on a top-down view of the game, so preliminary sketches and designs for potential barracks buildings in the game were created which suited this art style. These sketches and designs consist of the first four images.
  • However, in the week 4 studio, it was decided that by the design committee that the game perspective would be isometric, so new sketches were created for the barracks to suit a medieval theme as well as an Atlantian theme which can be seen in the images below. A 3:1 aspect ratio (3 pixel length by 1 pixel height) was chosen to create the design.
  • For the isometric barracks, the four post design for the barracks was chosen over the six post barracks in the initial top-down design mainly for simplicity when designing the barracks as well as conformity with most isometic building designs.
  • Due to lack of clarity with some of the design aspects of the game, in the week 5 studio, the aspect ratio was standardised to 2:1 to ensure design consistency; additionally, sprite tiles were discussed to be approximately 20 x 20 pixels, so the isometric barracks needed to be redesigned.

Current Designs

  • The current design is not the final design; however, it was created with a 2:1 aspect ratio and a size of 200 x 200 pixels was chosen for the barracks.
  • The barracks and sprite integration will be necessary to determine if the size of the barracks is appropriate with respect to the sprites and whether the design should be downsided for a more pixelated design.
  • Additionally, the atlantean design of the barracks was chosen to suit the game's theme and a darker colour scheme was chosen to match the atmosphere "doom and gloom" to match the atomshere the studio wants to create for the game.

Atlantis City Centre

Building Inspirations

Initial Designs

Current Designs

Mining Camps

Building Inspirations

The first image is a game called "A Twinship Tale", which was my initial inspiration.

The second and third pictures show how the mines and caves look at reality, which is where the inspiration comes from.

Since the game style we chose is RTS, the fourth image is a screenshot of an RTS game, which was also used as inspiration for the design of the Mining Camp

Initial Designs

Current Designs

Defensive Walls

Building Inspirations

Initial Designs

Current Designs

Farms

  • This building will potentially be designed in the next sprint

Building Inspirations

Initial Designs

Final Designs

Table of Contents

Home

Game

Game Home

Design Influences

Gameplay Features

Style

Story

Friendly Units
Map
City
Buildings
Unit Selections

Spell

Game User Testing: Theme of Unit Selection & Spell System

UI User Testing

Tutorial

Resource Stats Display

Loading Screen Bar

Health Bars
In Game menu
  • Feature
  • User Testing:In Game Menu

Landscape Tile Design

Landscape Tile Design Feedback

Weather Design

Weather Design Feedback

Camera Movement

Enemy design

Enemy Units

Enemy AI

How Animation Works

Map Flooding

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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