The only suggestion would be to adjust the contrast on the ground so it has darker areas so the building blends in better. Maybe add an alpha channel shadow along the top edges of the building to match the trees also.
I have built a function that loads a alpha map ands pasts that into the backdrop, unfortunately I only have shadow maps for the old building set. I'll try to make another one for this building, see how it turns out.
Thanks for the criticism!
Proportions in RTS games are.. well.. ignored most of the time. Of not, the game would be very hard to actually play, when a single building covers the screen and tanks are proportionally sized to about one pixel So that's something I have to live with.
I'll make a new screenshot when I got go a couple of more buildings, see how it looks in its content.
It reminds me of the C&C games (like Red Alert 2) but you probably got your insiration from that... I guess the engine won't be open source? Since im working on a RTS engine this week too... I wont use it now anyway since mine is so far done. Anyway I also use 3D renders made by a friend, but I dont pixel over them :S
Originally Posted by Retainer Proportions in RTS games are.. well.. ignored most of the time. Of not, the game would be very hard to actually play, when a single building covers the screen and tanks are proportionally sized to about one pixel So that's something I have to live with.
I'll make a new screenshot when I got go a couple of more buildings, see how it looks in its content.
Building size is ignored to a degree of, most of the parts of the building are generally not out of proportion, just the size of the building constructed is.
I don't know about you, but I'm pretty sure those doors are quite big enough for anyone to fit in, things are indeed at least 1 to 2 stories high. No, once you get in... it might be a little cramped up, but for the most part, it's pretty well proportioned on a per-piece basis.
Hehe, imagine stepping into one of those living houses and have to knee to see through a window
But I get your point. Still, What is proportional and what's not also differ from game to game. Maybe the case is to get the building more proportional to itself...
Try this:
*Warning 56k brothas*
The biggest tank and the three-piped mech should not be able to exit the factory
This example annoys me. Look at the size of the people compared to the buildings! I would've really prefered it if the people were smaller in this game.
I think it looks excellent, and I don't think the so-called proportion errors really matter. Just because there's a few examples of games that have building sizes in proportion to everything else doesn't mean he should go crazy because his doesn't. It's his style, and it looks bloody amazing.
Nevermind proportion, realism is boring and made of fail. I'd much rather be able to actually CLICK on those small units, than having them 2x2 pixels large because it's realistic in proportion to the buildings. I love your style, Retainer. It looks great!