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Graphics and audio docs - #172

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wallamide wants to merge 48 commits into
Leafwing-Studios:mainfrom
wallamide:graphics-and-audio-docs
Draft

Graphics and audio docs#172
wallamide wants to merge 48 commits into
Leafwing-Studios:mainfrom
wallamide:graphics-and-audio-docs

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@wallamide

@wallamide wallamide commented Dec 29, 2022

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I'm not done with these yet but I've been taking a sec so I'll go ahead and add this PR as a draft so we don't duplicate efforts and others can add things they want to. This will also fix issues my repo has with saying it is 41 commits ahead of the main repo.

Wallamide and others added 30 commits December 18, 2022 19:17
Co-authored-by: TimJentzsch <tim-jentzsch@gmx.de>
Co-authored-by: TimJentzsch <tim-jentzsch@gmx.de>
Co-authored-by: TimJentzsch <tim-jentzsch@gmx.de>
Co-authored-by: TimJentzsch <tim-jentzsch@gmx.de>
@wallamide wallamide self-assigned this Dec 29, 2022
@wallamide wallamide added documentation Improvements or additions to documentation grab-bag Easy fixes that are satisfyingly simple to complete research Complex questions that require external research dev-ex Improve the developer experience meta About the project itself ui The user interface that players use game design Imagining and refining the possibilities audio Pretty sounds and music labels Dec 29, 2022
Comment thread design/src/high-level/analysis-graphics.md Outdated

- _Fog of war_ hides the map until the player explores it, a common feature of RTS games.

- Heavy use of _baked, ambient light_ for the world and _soft shadows_ for units.

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Oh, this is pretty neat!

Can we add some relevant links for things like "baked, ambient light" and "soft shadows"? If not part of this PR, that's okay, we can make an issue for this?

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This belongs in the glossary :) Probably a seperate rendering section?


### Journey

### N++

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Might need to provide some motivation as to why this is relevant for Emergence design? I had a look at it, and it wasn't clear to me.


- Various animals have _'random' animations_ that add a sense of life to the game.

- The color palette is _vivid colors for greenery_, _muted colors for wasteland_, and _soft hues of bold colors for buildings_ which helps fit the game's theme of _rejuvenating nature_.

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I think an example image would be super helpful here too!

@@ -0,0 +1,101 @@
# High-Level Analysis: Graphics

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I am liking this in general, but I do wonder if there can be more documentation around why a particular example is relevant graphically for Emergence,

It would also be helpful to have documentation that talks about why particular graphic design choices from an example are relevant for Emergence,

and in general, when discussing relevant graphic design choices, it would be nice to have links to examples, that way this document is self-contained as much as possible (we do have to manage link rot though...)

(Sorry, I hope I am not being too annoying here?)

@alice-i-cecile does the above make sense to you too? maybe it's fine as is....

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I agree, context and goals are really helpful and would be useful for each of these docs.

@alice-i-cecile

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I think this is probably going to be easier to manage and merge if it gets split out into much smaller chunks :)

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audio Pretty sounds and music dev-ex Improve the developer experience documentation Improvements or additions to documentation game design Imagining and refining the possibilities grab-bag Easy fixes that are satisfyingly simple to complete meta About the project itself research Complex questions that require external research ui The user interface that players use

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3 participants