Author Topic: Health & Welfare  (Read 4115 times)

Offline Hooman

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Re: Health & Welfare
« Reply #25 on: September 30, 2018, 06:41:50 PM »
I like the color adjustments in B. Once it's shrunk down, the colors look a bit faded.

I'd say the structure still looks fine at the smaller size.

Offline White Claw

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Re: Health & Welfare
« Reply #26 on: September 30, 2018, 06:56:02 PM »
I'm thinking the color fade of the shrunk one is due to the pond disappearing. The building is the same height, but I made it narrower which caused the catwalk to be in the way. I can adjust that so the pond is more visible.

Offline leeor_net

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Re: Health & Welfare
« Reply #27 on: September 30, 2018, 10:46:49 PM »
Still prefer the larger park. I did notice that the shadows may not have enough transparency. In the following show I reduces the shadow transparency by 50% -- the clipping is less noticeable while still getting the desired 'this is on the ground' effect. Compare to the unmodified shadow of the Nursery structure to the right of it:


Offline White Claw

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Re: Health & Welfare
« Reply #28 on: October 01, 2018, 12:12:10 AM »
With the recent change I made fixing another issue, I can do that pretty easily with the shadows now.

And yeah, I like the bigger one too. :)

Offline Hooman

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Re: Health & Welfare
« Reply #29 on: October 01, 2018, 08:48:21 AM »
That's a pretty good effect, adjusting the shadow transparency. The clipping is much less obvious.

Offline White Claw

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Re: Health & Welfare
« Reply #30 on: October 14, 2018, 06:11:13 PM »
I based the recreation center off of one of the early drafts for the medical center.

This also ended up with three fairly different overall feels, depending on where I place the upper deck pieces. I thought these were all fairly interesting, and I'm not sure which I like best. I was aiming for the "A" version, but "B" is feels more like the original. "C" is a descent middle ground, though I wasn't necessarily aiming for a compromise.

Offline leeor_net

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Re: Health & Welfare
« Reply #31 on: October 14, 2018, 07:15:23 PM »
Preferring the `C` version.

Offline White Claw

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Re: Health & Welfare
« Reply #32 on: October 14, 2018, 07:18:37 PM »
Yeah. I kind of like the B version because it's different. But when considered on it's own, I think the C version looks better.

Offline JetMech1999

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Re: Health & Welfare
« Reply #33 on: October 14, 2018, 07:21:52 PM »
Given the options shown,  I'd have to agree that "C" is the best one.  "A" looks like it has a Nazi Iron Cross on top of it.  "B" definitely looks a lot like the original.  I keep having in my mind that they all need to look wildly different from the originals, but that isn't really true.  Similar is good if what you're starting with is a good design in the first place.

Offline White Claw

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Re: Health & Welfare
« Reply #34 on: October 14, 2018, 07:27:48 PM »
I suppose that's true. I was more thinking fire department when I saw the symbol, but fair enough about avoiding the perception of hidden nazi symbols.

Offline leeor_net

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Re: Health & Welfare
« Reply #35 on: October 14, 2018, 08:09:29 PM »
I'm also seeing the fire horns versus a nazi cross...  :o

Offline Hooman

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Re: Health & Welfare
« Reply #36 on: October 15, 2018, 06:09:17 AM »
All so good, it's hard to choose. I kind of liked A the best, ... but maybe that's saying something about me, and being a stickler for rules.  :-\  Ehh, I'm going to go have a shower.

Offline White Claw

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Re: Health & Welfare
« Reply #37 on: February 17, 2019, 01:00:14 AM »
I don't know that this is really "health and welfare" but I suppose it's loosely related. Here's the first draft of a Red Light district. I think I prefer "D" because it looks quite a bit different from the other building styles. Something about it really stands out.

Open to feedback! :)

Offline lordpalandus

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Re: Health & Welfare
« Reply #38 on: February 17, 2019, 03:53:03 AM »
Wheres the flashing lights, the loud noises, and the xenomorphs. Oh no, wait, that is a different strip club.
Currently working on Cataclysm of Chaos, Remade.
Link to OPU page = http://forum.outpost2.net/index.php/topic,6073.0.html

Offline White Claw

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Re: Health & Welfare
« Reply #39 on: February 17, 2019, 06:49:55 PM »
Flashing lights will likely come with the animated version. :)

Offline leeor_net

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Re: Health & Welfare
« Reply #40 on: February 17, 2019, 11:29:42 PM »
Digging revision D as well. Though I wonder -- the rings around the lower doorways (seam between tube and structure) -- try that in purple?

Offline White Claw

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Re: Health & Welfare
« Reply #41 on: February 18, 2019, 10:04:09 AM »
I pumped up the strength on the purple just a bit and put some in the little domes on the sides.

And a second one with extra lighting.
« Last Edit: February 18, 2019, 10:07:10 AM by White Claw »

Offline leeor_net

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Re: Health & Welfare
« Reply #42 on: February 18, 2019, 01:43:23 PM »
Very nice, turned out better than I'd hoped for. :D

EDIT:

In-game:


Feels like something is missing to make it really kinda stand out... could just be that it's missing animation (e.g., flashing lights and the sort) so I won't worry too much about it. I see no point in making it so in your face as to stand apart from everything else.

Nice work!
« Last Edit: February 18, 2019, 06:37:21 PM by leeor_net »

Offline White Claw

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Re: Health & Welfare
« Reply #43 on: February 18, 2019, 08:24:48 PM »
It looks good, but I might agree a little about it standing out.

I think it DOES stand out, but the red also might be a little misleading given that most power generation is red. It looks unique, but maybe not enough.

How's this? I swapped out one of the red lights. Slightly jarring and maybe it'll motivate the player to fix whatever the issue is that caused the RLD to spawn (assuming you're using a similar mechanic).
« Last Edit: February 18, 2019, 08:27:59 PM by White Claw »

Offline Hooman

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Re: Health & Welfare
« Reply #44 on: February 19, 2019, 02:31:50 AM »
Quote
I don't know that this is really "health and welfare" but I suppose it's loosely related. Here's the first draft of a Red Light district.
I won't argue about the classification, but lol.

Is the animated version going to have people dancing on display in those glass bubbles? ;)

Offline lordpalandus

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Re: Health & Welfare
« Reply #45 on: February 19, 2019, 03:44:49 AM »
Wouldn't the Red Light District be the antithesis to Health and Welfare:

-> High risk of any number of diseases.
-> High chance of greatly regretting ever visiting the place and slipping into depression.
Currently working on Cataclysm of Chaos, Remade.
Link to OPU page = http://forum.outpost2.net/index.php/topic,6073.0.html

Offline White Claw

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Re: Health & Welfare
« Reply #46 on: February 19, 2019, 08:11:11 AM »
Yes, "loosely related" as in "it affects health and welfare."

Those glass domes are wholesome places to relax.  :-[

Offline leeor_net

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Re: Health & Welfare
« Reply #47 on: February 19, 2019, 05:45:05 PM »
Yeesh, that's just garish, though perhaps might be exactly what's needed. Let's see how this versions stands up in-game...


You know what... that works well me thinks. Very much stands out as an anomaly that needs to be addressed. Unless, of course, it was built intentionally.

... and maybe it'll motivate the player to fix whatever the issue is that caused the RLD to spawn (assuming you're using a similar mechanic).

I've thought about it and I'm definitely leaning toward that being one of the aspects of the gameplay (crime). Not exactly sure how to make it happen as I haven't really thought about the crime model and how it will affect everything else in the game. Something to be addressed for a later version for sure. :D

Offline White Claw

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Re: Health & Welfare
« Reply #48 on: February 20, 2019, 10:33:27 PM »
Good to hear. If you're happy with the options available, I'll move on to the residence. I believe in the current download, that's the last building that needs replacement.

Offline leeor_net

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Re: Health & Welfare
« Reply #49 on: February 21, 2019, 06:03:57 PM »
I believe you're right. There's the other structures that just need to be updated with their shadows but otherwise the Residence is the last of the visuals that haven't already been replaced.