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Post by blackfoxx on Mar 1, 2016 6:26:02 GMT
Starting with a grain Silo built to elevate supply above the water level. imgur.com/79szaFqdoubles as a watch tower for the area. Put a general banner over the side of it. A symbol [to be selected later] might look better as splash paint graffiti.
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Post by Yali on Mar 1, 2016 22:23:23 GMT
Effing nice man! The beetle symbol could mean its a Rem Clan installation, or we could use the Sunner symbol for Clan Hiva.
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Post by blackfoxx on Mar 2, 2016 15:19:44 GMT
Found an interesting post on r/worldbuilding demonstrating techniques to avoid flooding in architecture. imgur.com/a/RapxvI'm most interested in the Lhasa model where the lower levels are either filled completely or without windows to avoid flooding.
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Post by blackfoxx on Mar 2, 2016 16:05:24 GMT
Concept for Hiva Lhasa style buildings imgur.com/P966x8xLarge earthen walls support the riven-like cliff pods. in the image Earth walls are squared off neatly. Might also be interesting to see with more weathering of natural edges. lower portions of the wall could be supported and protected from erosion by rows of reinforced logs like basic wooden fort walls[not included in the drawing. Something like this imgur.com/UcF9B9E wall laid up against the earthen wall and lashed down.
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Post by Yali on Mar 2, 2016 18:14:13 GMT
Oh yeah! The second pic is definitely what I have in mind for the town of Velah in the southern Wetlands. As for Tikome, that concept with the adobe huts isn't too far off. From Adaan''s Journal:
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Post by blackfoxx on Mar 2, 2016 19:26:42 GMT
I've noticed the riven houses are very small even by the real life alternative "Small house" movement. I'd guess there isn't much room for anything besides a bed and some stretching space. So I have 2 points. A) There is probably no central heating in these buildings. We could institute central village fire houses. They would be a community temple building similar to the temple of Vesta in Rome. In this temple there would be a central Fire where stones the size of your fore arm are heated. These stones are then carried off to a receptacle in the house. An ceramic altar plate [sort of like a fire place] would be used to hold the stones. Food could be heated on the stones, water can be poured over the stones to steam the room imgur.com/SmfALud This is the general process for sweat lodges in native american tradition. Heat stone in out door fire. Carry hot stone to ceremony building. Put the stone in a pit and pour water over it. Point B) Riven is culturally a very small place. Traditionally a culture moving from a limited space to a larger space means huge or untamed population growth. In Tay it might be very common for families to have 5-10kids. This is sort of the image of colonial American frontier. The small buildings in Riven might need to bee enlarged simply to hold more bunks for children. In addition herds of children may be a common sight both in streets and in work places such as agriculture.
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Post by Yali on Mar 2, 2016 22:57:55 GMT
Current design for the Tikome huts. We're going for a more boxy look. I like your ideas for the fire house and population growth. We definitely need to model these designs asap.
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Post by blackfoxx on Mar 3, 2016 2:55:33 GMT
Did some Sumi-e Sketches of the Hiva symbol from Riven-Moiety link room. imgur.com/RihzpxLI like the top center and bottom right. The idea going in was to make impromptu markings for less than official business. Also tried to Write 'hiva' in D'ni. Not a fan of the H letter in general. looks ok. not amazing.
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Post by blackfoxx on Mar 3, 2016 3:06:20 GMT
I like the CG models of the house. What do you think about making some of the houses twice as long in one of the horizontal directions as the more bunks model?
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Post by blackfoxx on Mar 3, 2016 3:14:51 GMT
What types of events are you looking for in the In the village I've been sketching? The adobe huts is Tikome right? We haven't started on the other one?
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Post by blackfoxx on Mar 3, 2016 3:46:38 GMT
New sketch. Sort of half hive. Earth walls variation. Levels color coded for clarity Little bigger village, more circular design. imgur.com/cApZ77l
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Post by Yali on Mar 3, 2016 18:04:14 GMT
That last sketch is really good. I really like the design. One thing I was imagining was a kind of honeycomb-looking hive made out of those huts, connected by walkways circling around it. That's what I tried to describe in my journal. Maybe we could blend the two designs together, like having the huts all at the center in one conglomeration, the hearth over by the side, maybe rising out of the reeds on stilts or on a solid adobe base like the Lhasa flood designs above and the adobe mounds or walls built around the town for protection.
The hive I would picture being built on top of a solid mud-brick and stone base with adobe, clay and wood keeping the homes and other civic huts connected together while the walkways that connect the entrances act like scaffolding, keeping the hive secure from damage or from falling apart.
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Post by gamedesign on Mar 3, 2016 22:11:20 GMT
Some great ideas there blackfoxx
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Post by Yali on Mar 4, 2016 0:56:55 GMT
Yeah these are all really good concepts!
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Post by Yali on Mar 4, 2016 1:04:26 GMT
What types of events are you looking for in the In the village I've been sketching? The adobe huts is Tikome right? We haven't started on the other one? We haven't really fleshed out the gameplay here. Mostly right now just focusing on the world and culture. My idea is that this town will allow the player to interact with characters (villagers) which would lead him or her around the map for more puzzles, items, notes, etc. One approach I want to implement is to not focus entirely on linear puzzles or solely mechanical based puzzles, rather gameplay will be spread out across the island and conversing with NPCs and exploring locales will lead the player to uncover a) lore b) clues and mechanical based puzzles and c) items like notes or keys and such that will be used in other locations. With that in mind, Tikome is largely immune from puzzles just yet. Rather the goal should be to develop the area and culture and the NPCs and items we place in the area will be the start of the actual gameplay. There will be more typical mechanical based puzzles in the area though, potentially something with the grain silos could be interesting. Maybe we could implement a puzzle involving flooding that would need to be solved to reveal a hidden chamber of sorts where vital information could be found relating to the overarching plot. That's one idea I'm entertaining.
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