> anyway, dont you think that actually the whole globulation gameplay is too > nature and wilderness oriented to be steampunked?
That is the reason I was naming it globulo-steam-punkish ;-) I fully agree about your analysis. So let's try to define the art style of glob2: The idea was that when you start a base, you are in a very "nature" style, but in a sort of shifted reality. This is the reason why the corn looks like smarties. Think of it as a mix of some ecological simulation passed through the "American McGee's Alice" shifted art design, but without the violence of the latter. When the player upgrades her tech level, the buildings become more steampunkish, in the Miyasaki style. I don't know if this seems consistant to you? Anyway, as you are an artist, your opinion is very welcome and you can also propose/change things in the art design. I just think that we should try to fit some consistant vision of the universe, but maybe we should define such vision more in details. Have a nice day, Steph -- http://stephane.magnenat.net _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
