pixelpusher
Posts: 689
Joined: 4/17/2005 Status: offline
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Hey Sarge, The units in the screenshot are a sort of proof of concept placeholder. Those are not the final units, and we're still messing w/ the appearance. (Units are the last big complicated item on my to-do list.) But to answer your question; it's a combination of a number of things: Main thing is trying to bring everything into more appropriate scale. Forts, buildings, fences, all that stuff needs to be more proportionate. Also, yes - FoF is brigade level, so much 'closer' in of a zoom than CoG means that it makes more sense to make the little CoG dots actual little guys, and the buildings to look like actual little buildings. We're also going for smaller units with more animation, rather than larger units with fewer frames. We've made a bunch of general graphics changes to Detailed Combat as well: -General 'smoothing out' of Detailed Combat graphics. (Visible in the coasts, roads, etc.) -Whereas CoG Detailed Combat was either summer, winter, or desert - The appearance of the Forge Detailed Combat terrain actually changes smoothly with the seasons and location. I think there are about 12 basic variants so there are 12^2 possible combinations. I'm particularly proud of the trees. We have tons of trees. Pine trees, palm trees, trees in winter, trees in spring, swamp trees, etc etc. (Looks like early fall there in the screenshot.) -Added rocks, trenches, fences ... and probably other stuff I forgot. Whereas CoG had just a single level of 'heights', Forge has more variation w/ rocky edges of things, which have tactical implications. Again this is a scale thing, and historically appropriate. (Devils Den, anyone?) -Increased the draw speed by about 2x w/ engine side improvements. Thanks for your interest in Forge, -Pixelpusher
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