Actually you're right.
On Mon, Jan 19, 2009 at 7:22 PM, Stéphane Magnenat <[email protected]>wrote: > > 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 >
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