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
>
>
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