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Rooftop Tiles Boardset

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Re: Rooftop Tiles Boardset

Postby Bareheaded Warrior » December 29th, 2015, 8:27 pm

Makes me wonder whether more vertical movement could be introduced into HQ and whether the benefits would outweigh the added complexity, climbing and jumping and such are relatively straightforward to add, but what benefits would they bring, how would you use them, especially underground?
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Re: Rooftop Tiles Boardset

Postby sorcerersapprentice » December 30th, 2015, 5:07 am

I imagine you could mod the game so it were more like Tomb Raider; puzzles could be introduced that relate to height, falls could be more of a hazard, choosing to climb certain elevations could lead to bigger rewards, faster monsters to give pursuit could be introduced, the optical illusion in Dungeons in general is that the ground is flat and level, anyone that's been caving knows that is not likely to be the case. It may give the game a more 3d feel and allow larger dungeons to be represented by having alternate space - a player descending or climbing a ladder can be moved to a much larger board (say a cavern) that an ordinary board could not physically hold - thus height becomes akin to cyberspace, or the willy-wonka effect, whereupon small doors lead to big rooms. just some suggestions...
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Re: Rooftop Tiles Boardset

Postby sorcerersapprentice » December 30th, 2015, 5:09 am

Gold Bearer wrote:Fair enough. ;)

I'd love to see the buildings more spaced out by widening the areas between them to create a bigger map and a bit more room. That would look really good, especially for the nighttime one. I also think the buildings themselves would be better if they were bigger. :2cents:


I am presently creating a dozen new graphics for the campaign, but I will make a note to present them in this way at a later date. After all, my image is just a sample of thousands of near-limitless arrangements that can be made with the tiles.

As for bigger tiles, I am hoping to work on some 10 x 10" for actions scenes after I have finished my current list. Many buildings are needed to make an effective chase or rooftop set, smaller ones for passing over at rapid speed and giving depth to the city, and bigger ones where action and scenes can take place... I will provide both.

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Re: Rooftop Tiles Boardset

Postby Gold Bearer » December 30th, 2015, 5:45 pm

I included a very basic height mechanic in one of my quests. The have to go up to the second floor of a building and then jump across the corridor (with a chance of falling down to the ground as if they'd fallen down a pit trap) to the next building (room block) then down to the ground floor again to open a door that can only be opened from the inside. If they thought of that only one of them has to jump across.

I've been wanting to put together a city type map for the Altdorf chronicles. I called it that because I had the idea of making it like a sandbox game, where you can go around and do stuff freely and/or activate missions (quests) as you do. It would have different districts that would open up one by one as you progress, like the GTAs. I made a crap load of artifacts based on the old warhammer magic items so that it could be put in the story that the imperial armoury is ransacked and the items show up one by one and you have to return them when you go back to the emperor's palace. That way there can be lots of artifacts without the power creep problem. I'm rambling.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: Rooftop Tiles Boardset

Postby sorcerersapprentice » December 30th, 2015, 7:34 pm

Gold Bearer wrote:I included a very basic height mechanic in one of my quests. The have to go up to the second floor of a building and then jump across the corridor (with a chance of falling down to the ground as if they'd fallen down a pit trap) to the next building (room block) then down to the ground floor again to open a door that can only be opened from the inside. If they thought of that only one of them has to jump across.

I've been wanting to put together a city type map for the Altdorf chronicles. I called it that because I had the idea of making it like a sandbox game, where you can go around and do stuff freely and/or activate missions (quests) as you do. It would have different districts that would open up one by one as you progress, like the GTAs. I made a crap load of artifacts based on the old warhammer magic items so that it could be put in the story that the imperial armoury is ransacked and the items show up one by one and you have to return them when you go back to the emperor's palace. That way there can be lots of artifacts without the power creep problem. I'm rambling.


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Re: Rooftop Tiles Boardset

Postby Gold Bearer » December 30th, 2015, 8:16 pm

It's a lot of work though. There are some city/town type maps around and I'll keep an eye out for freebies you throw our way, especially if they look s nice as that night one.

I love your rooftop and chase ideas, a chase across the rooftops would be cool. I never thought of that. I should have really being an AC fan.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Rooftop Tiles Boardset

Postby sorcerersapprentice » December 30th, 2015, 8:33 pm

Gold Bearer wrote:It's a lot of work though. There are some city/town type maps around and I'll keep an eye out for freebies you throw our way, especially if they look s nice as that night one.

I love your rooftop and chase ideas, a chase across the rooftops would be cool. I never thought of that. I should have really being an AC fan.


Well my campaign is now 76% funded, so I am optimistic that it will fund and take a lot of pressure of my funding needs to upgrade my store and buy a new computer, allowing me to be more generous with my designs over time. As you say it is a lot of work, but it is worth it, to think that people will be having a ball playing on my tiles is a very exciting prospect. To accentuate the rooftop chase I've just designed this...

Image

"The 8 x 8" High-Rise Rooftop Tile introduces an exciting change of pace with greater risk of falling and adds virtual height to isometric design. The smaller cobblestone street texture in the daylight version & the twinkling lights far below in the night-time version seek to create an illusion of elevation in a smoky environment far above the city streets where a mis-step could mean death."
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Re: Rooftop Tiles Boardset

Postby Gold Bearer » December 30th, 2015, 8:49 pm

I love the look of built up areas at night, even modern cities I think look beautiful at night, churches and cathedrals look amazing in the right light at night. There's a tile idea for you.

That rooftop night one looks really nice but I think the darkness of the bottom left building and the left side of the top right building make them blend into the dark streets a bit too much. They do create the illusion of height well though.

Good luck with the funding.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Rooftop Tiles Boardset

Postby sorcerersapprentice » December 30th, 2015, 10:52 pm

Gold Bearer wrote:I love the look of built up areas at night, even modern cities I think look beautiful at night, churches and cathedrals look amazing in the right light at night. There's a tile idea for you.

That rooftop night one looks really nice but I think the darkness of the bottom left building and the left side of the top right building make them blend into the dark streets a bit too much. They do create the illusion of height well though.

Good luck with the funding.


Deliberately so - these are part of the 'Darker' street tiles, to replicate more intense darkness as this set is intended for thieves, rogues, assassins etc - parts of the city may be preferred 'darker' than the normal midnight blue darkness, so I have catered to this. I am not a big fan of Churches or Cathedrals - and will try to execute the set without religious overtones, though one of my 'house' tiles does resemble something of a guild with stained glass windows and towers etc.

Thank you for the feedback as usual Gold Bearer, I am amazed to say I am now 89% funded.
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Re: Rooftop Tiles Boardset

Postby sorcerersapprentice » January 1st, 2016, 12:30 am

Image

Interestingly, a HQ fan approached me via my website requesting a re-make of all the pieces to the add-ons for HQ that are no longer available... this is something I will be looking at doing following the finalization of my rooftop set campaign, as well as continuing work on the new HQ board, Project Chthonic.

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