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Yep, the key seems to be enough internal variation in the tiles to break up the inevitable outer shape patterns. That's an excellent example RE - thanks for reminding me of that one.
For the programatically designed tiles, I can see the use of the directional shadows, but it's easier for me just to draw each one out than script it and run it. Now if I was generating a whole random city at once then I can absolutely see the value in scripting each building, with heightfield, along with some road design algorithm. I'd love to see how far you could take that - perhaps the City Engine program Ravells recently found would be the way to take that?
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Torstan, what a fantastic idea! I am amazed by how much mileage you can get out of a single hex tile repeated & turned. Can't wait to see when you make ones for the different parts of the city.
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It's slightly on a back burner at the moment as I clear commission work, but I really want to take it forward. There have been lots of good suggestions for content for the tiles.
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Guild Applicant
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Just seen this thread. I've tried and failed to do convincing tiling cities...the closest good looking thing I've seen are the tiles in the game Carcasonne...but the stuff here looks really cool. I'll have a think and hope to contribute.
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Neat atreidestm! It's good to have an alternate version so that different aesthetics are accommodated.
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That's pretty nice atreidestm. I'll update this when I get a few more added in. When using the tiling texture for the roads you need to be a little careful that the texture will match when you butt tiles up against each other. That's why I was going with a flat colour to start with. But also having a nice bordered edge to the tile will do it to.
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Here's my effort with the same style that Torstan used with his tile but with slightly more elaborate shaped buildings and more wiggly roads and mixed up with Torstan's tile. Actually doesn't look too bad for just using two tiles.
::edit:: and with a cheap and nasty wall.
Last edited by ravells; 05-09-2011 at 04:13 PM.
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The wiggly roads don't read like roads or a city to me. It looks like either rocky terrain or forests. The buildings similarly don't read as buildings to me. They look more like shrubs or plant life, which feeds back into the foresty look.
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Guild Applicant
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