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Thread: Trevellar worlds in alternate format

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  1. #8

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    Ah, I hadn't realized that it was a mock-up. In that case, disregard comments about fuzzy lines and aliasing, though my recommendation of vector artwork stands. Particularly if you come up with an easy-to-run pan and zoom display interface that will take svg. Being able to zoom in without losing quality is stellar, if you'll excuse the pun.

    You can always add a different style of map later on if you need the entire planet's surface for some reason. That may or may not be an issue depending on the style of your game. My players tend to avoid planetary surfaces, preferring to stay in space as much as possible, so I don't really need entire planetary maps most of the time. They get all crazy about detailed star systems, though.
    Last edited by Midgardsormr; 07-03-2013 at 07:43 PM.
    Bryan Ray, visual effects artist
    http://www.bryanray.name

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