Author Topic: Adraax: Klyro's City Project  (Read 86747 times)

Inca Sator

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Re: Klyro's City Project
« Reply #195 on: May 25, 2006, 05:24:38 pm »
Hey, Baldur, Minetus posted nice link "Coral research" on first post. Very usefully.
Check this pictures:
http://esnips.com/imageable/large/0b9a5238-70b4-45f8-9f9d-38274a77cd05
http://esnips.com/imageable/large/cc817172-ca22-4119-8b3f-ecc7c0c7adb6

and this (but this is not a corall, it's a sponge):
http://esnips.com/nsdoc/03cdbc7b-1f99-4d65-a0a2-15884be08fc0
« Last Edit: May 25, 2006, 05:33:38 pm by Inca Sator »

Baldur

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Re: Klyro's City Project
« Reply #196 on: May 25, 2006, 08:48:37 pm »
Hehe, i'll have to take a look these then, thanks Inca Sator and Minetus.
There's a good chance I will be able to scan it tomorrow and i'm already done with the Baku so i'll save Minetus pic's for the Octo-building.
The Baku's sort of a Coral who lives in water BUT can sustain itself on land in case you drag it up, as long as its roots are able to suck water. That could also be the solution to why Klyros move so close to the sea. To sustain their houses. I will take a look at the pictures as soon i've created an account, thanks Minetus for handing the pics and inca for sending them. I'll maybe even make a Were-coral! Haha :D It could be a parasitic coral who lives on sprouting in their eggs into the Baku's shells and when the wyrms have grown, BLAM, the wyrms destroy it. It would be like Malaria ::|

Edit: Got the account, now off to look at the pic's.
Edit: It can't look at the pictures :( All it says is "login, plx" and then the dang thing brings me back to my album. I even tried to acces my album and then link from there :-\
« Last Edit: May 25, 2006, 09:06:39 pm by Baldur »

minetus

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Re: Klyro's City Project
« Reply #197 on: May 26, 2006, 12:27:34 am »
hi, if you are searching for my folders they are all tagged as "planeshift" a search in esnips should take you directly to them.
on a side note you dont need a account to view them, but the linkage is kinda tricky, i tink esnips doesnt support outside linkage too well  :(

i liked the baku idea alot \\o//

Baldur

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Re: Klyro's City Project
« Reply #198 on: May 26, 2006, 11:13:41 am »
Thanks, Minetus! :) Great, now I'll finally see if my Baku fits into the context of being a choral. Thanks for positive responses also, they make my day :flowers:

Baldur

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Re: Klyro's City Project
« Reply #199 on: May 26, 2006, 11:18:25 am »
26 May: Final Update

Comments:
Here's the sketch you requested, Inca Sator. This is the Baku. Earlier info will follow
:sweatdrop:...
The Baku's sort of a Coral who lives in water BUT can sustain itself on land in case you drag it up, as long as its roots are able to suck water. That could also be the solution to why Klyros move so close to the sea. To sustain their houses. The animal, Baku, is between the inner and outer "walls", relying on its shell, to not dry out. The Baku's tube like roots, which they breath, feed meantime supporting their "guests" with fresh water, is the lifesource of to the Baku and the local wildlife which benefits from it's calcium-rich roots.

Facts(*sigh* I become so formal sometimes):
Life cycle: A Baku can live for up to 400 years and can therefore sustain Klyros' for generations. When the Baku's get sick or die their ability to filtrate water is often weakened or completely stopped. Baku's grow throughout their life and it is a costum to help neighbours fix their houses. This also works to tighten the community and make new friends and lovers.
Architecture:The Baku is by default hollow and therefore ideal for housing. Klyro's often decorate their households to thank the sun, earth and sea for their gifts.Baku are bred along the coasts and brought up through tender care to the surface once they are big enough.

"The tale of how Klyros found Baku"(Catchy, isn't it?;P)
Once there were fishermen scouring the landscapes. What they did was never known by others. They travelled across fields, swamps, coasts and mountain ranges in search of something. The fishermen who had come from the caves searched restlessly for their home. Where there were wood, they tried chopping down trees but their weak limbs and few numbers couldn't lift the heavy tree trunks and the work which was successful was immediately replaced with despair when they're proud work rotted away. They walked the plains for many decades, living as a nomadic people never stopping more then a week and they continued, went on, and slowly got used to the life without a home. Though the fishermen had found new strength in their existence they're dream was never forgotten. It was brought through generations, telling stories about great cities made by their ancestors and the surface. So came the day when they reached Flime Beach(Named after one of my own creations, the "Fanged Slime".) To many this was a hostile coast but a new hope scoured through the mass when a Gul fled by and sat on a pearl-like oval, bumping up and down in the water.This was the first encounter with the Baku. With a closer look and underwater inspections the tribe Klyron(the word+ the spanish pronombre ending -n means "Them Klyro"). Their scouts concluded that it wasn't a massive pearl but a living creature with suspicions of being completely hollow. Apparently it had been ripped off the seabed and thrown up to the surface. Where the water ended and the air started it was completely smooth and the normally soft shell had hardened into stone.
This was the beginning of the cooperation between this completely unknown species and the Klyrons'. The fishermen finally got their home in Yliakum and the Baku's hardened shell gave them a defence against their natural enemies(Hmm, i haven't imagined any natural enemies yet, but if you want to proceed with this i'll do my best to make them as threatening as possible[*faints* even more work]) and since then the Klyros have lived in perfect harmony with the sea as thanks for the Baku.

Last comments
Enjoy, Inca and Minetus :)

Doh! Double-post.




« Last Edit: May 26, 2006, 02:48:44 pm by Baldur »

minetus

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Re: Klyro's City Project
« Reply #200 on: May 26, 2006, 05:36:52 pm »
hi im loving it  :D i enjoy the details alot \\o// just a lill question if the baku is "choped" cuted to make doors, windows etc wouldnt it lose alot of the sustaining force to stay floating?

the big howl interior is like a huge air pocket, so if the klyros use it for housing wont it stop floating? or with some weight it would sink due to...(furniture, suply's, stuff klyros have in theyr home)

a solution to this could be a side membrane in calcium (part of the baku) like a ovni's(ufo) wing

take this images as reference  :D :

my idea is like the foliage under the lotus makes keeps them at the surface, the baku could have something similar to it, but made of the baku it self with air pockets, this way the klyros could use the big shell for housing without damaging the floating perfomance, this would give a space for gardens, storage or other stuff outside of the house.

also it could morph multiple bakus into 1

Baldur

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Re: Klyro's City Project
« Reply #201 on: May 26, 2006, 06:00:11 pm »
Thanks, Minetus :) and thanks for the feedback.

Cutting out doors and windows
I've thought it through and no it doesn't really become too much of an issue ;)
You see, the Klyro's use special techniques to cut doors and windows out. The thing is, to heal the wounds you need a lot of what I would call "Calcium-paste" which the Klyros have developed themselves.
It goes like this:
 First, the Klyros start cutting out the shell by delicately hammering small chisels(so that the shell won't break too much) to where the cutout should be.
Second, when they have enough chisels(which are maybe out of stone, btw. Flint would be a good choice) chiselled in the various areas they start pumping out the slime-like Baku creature(yep, have an unconditional love for slimes^^) in that area.
Third, now you need to be quick. When you've emptied the area all of slime-residue you smear(on the exposed areas, before the slow-floating goo gets out) this special paste which is a fast drying fluid in dry air, on exposed areas, before the slow-floating goo gets out. And now the cutout's done and you maybe either pump it back in or leave the energy-rich slime remains.

This goo is only a part of the creature(god, I don't want to explain how to creature looks :P ) most of the creature isn't vital, but an energy storage. The energy storage increasing is what makes it grow btw. It's like a blob.

Hope you understand, I'm happy you're interested. :sorcerer:

Concerning the idea of floating :)
I*m thinking air filled leaves, these could be made out of a local plant we could later make. what we do is tie 5-6 leaves in a ring with bound stalks so it floats on a ring of tied  balloon leaves^^ Your idea sounds very interesting, though. You mean a floating pimp-stone? I could thinks of it being all hollow but that would make it too vulnerable and the shell will be weaker in the outskirts of the skeleton. Hmm, I don't know if it would be evolutionarily possible as it would have lost its limbs to some better method. Also, remember that they live on the seabed, sucking nutrition from the water and seabed. That Baku I told you about was just a stray so it wouldn't be natural to put pillows on a sealubber. Though, that's just my opinion, or else I could tinker a bit with the creature's lore and add a similarity to the portuguese seaman, a colony of jellyfish floating on the surface, hunting with its 10 metre long tentacles.

Edit: The above was an explanation to how you create doors and windows in the Baku, by nature it is completely hole-free and it's got nothing other then a couple of roots and a bubbly shell made out of calcium :) SO you can make it into practically anything
« Last Edit: May 26, 2006, 06:31:36 pm by Baldur »

Inca Sator

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Re: Klyro's City Project
« Reply #202 on: May 26, 2006, 07:37:18 pm »
I respect people with fire in eyes (fire of creation:). Respect, Baldur.
Here comes my version of Baku. I want suggest to refuse from "Corall"-kinship of baku and make'em just huge sea-shore plants. This will keep our conscience in safe cause i don't want to let klyros chop/cut Baku-organisms. But, if it will be something fantastic Baku-plant - then klyros can live in it just like elves live in trees.
So, Klyroses don't build their houses, but cultivate them (even if it takes 50-100 years). (But we still have to think up about real set houses - halls, stores, Ship yards, etc)
About, transformation of Baku: in my version of baku i use pores of plant as windows and entrances. Klyros can stretch those holes by iron hoops/disks which will be replaced by bigger disks every 2-4 year. There is a tribe  in Africa where women place disks/ring in their lower lip - they think this is beautifull. So, close to 35 years old they can insert in their lower lip disk in 30 cm diameter :)
Idea: top of baku can float on the sea surface and connected to sea bed by thick single root with many-many little roots and antennas.
What do you think?

Baldur

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Re: Klyro's City Project
« Reply #203 on: May 26, 2006, 07:58:14 pm »
Aww, you're such a spoiler:P Though I feel that's the simplest idea. Just wish I could come up with things like that :'( *Sigh* I guess the backstory still works with some tweaking but it totally ruined my sketch :)
I think that's a cool sketch, Inca. I won't argument against you, even though I really liked my work :-[ It solves the window-problem and floating one too, and it doesn't need caring as much as the old Baku*sigh* just hope I would've come up with something better, I really thought I made sense :P I know you've worked with the Klyros for a longer period and I respect that and wont put myself up to you. Good work, Inca :)

*Large sigh* Oh well, it sunk :-[
« Last Edit: May 26, 2006, 08:01:32 pm by Baldur »

Inca Sator

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Re: Klyro's City Project
« Reply #204 on: May 26, 2006, 08:23:37 pm »
Hmm..Baldur, I don't want to put you down. If i can draw much better than you it's doesn't give me last word in every case. I regard our scetches as CONCEPTs as PURE IDEAs, and only in symbiosis of them we can build our original and astonishing city. I have no doubt that i'll never thought up such brilliant ideas as your Baku or Zan's vines. You invented very considered concept and story of Baku. I love it.  \\o// :thumbup: \\o//

Baldur

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Re: Klyro's City Project
« Reply #205 on: May 26, 2006, 08:43:46 pm »
 :DWhat I am trying to say is i'm sad for my sketches cause you just went BLAM and pictured this great idea and added great sketches(doh:P) and i'd been working on mine for some days. Yeah, I feel a bit sorry but lets see how Minetus likes it, I mean, he started this thread and should be a part of it. He's also a great 3D modeller and probaböy has something good in the artistic way.

Gives us feedback so we can end this discussion :)
« Last Edit: May 26, 2006, 11:57:45 pm by Baldur »

minetus

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Re: Klyro's City Project
« Reply #206 on: May 27, 2006, 05:45:25 am »
both are great, i tink  :D

incas version might be a lill more functional right now, but i tink it was inspired by your idea baldur..

me, good at modeling? hmm maybe more like a newb at modeling, i studied basics 3ds and autocad in school but only aplyed it in practical a few times only   :-\

Arangol

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Re: Klyro's City Project
« Reply #207 on: May 27, 2006, 07:52:44 am »
Baldur, your pictures and ideas are just really great! I love the Bacu idea and I think we could somehow combine your schetches to make the uber-Bacu.

Minetus, I thought myself both 3d and programming, haven't been to anykind of 3d school or anythiing.
So by that what you say I think you're much better than me at 3d.
This is a basic view of what I've created, it's really just the really plain basics of the city:
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

Choose how the Klyros town will look like:
Klyros City Project
Klyros Names

Baldur

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Re: Klyro's City Project
« Reply #208 on: May 27, 2006, 12:56:53 pm »
Hmm, I see. Thank you guys, and thank you Inca presenting an alternative choice which we can work with :)

What i'm thinking about this great city is we make a big halfcirlce, yes halfcircle ;), with the central building in the middle of it and Baku's surrounding it along with some shops with Baku's tied to it. It'll be some kind of walking path were we use Minetus's idea of hollow stems so you wont have to climb past a Baku.
Now, this halfcircle isn't going to be one for ever ;) There we apply bridges and peers making the halfcircle look more like a half moon. I'm thinking that'll be our harbour :) I could write some lore to explain why the city looks like it does. Hmm, that's just my idea though, I remember you had some toher sketch.

What do you guys think? I'll have to make more vines and holes to make the central building fit to Inca Sators. At the moment i'm thinking what we could use these ranks and vines for, hmm. I'll have to sketch it my idea first :P
« Last Edit: May 27, 2006, 01:01:25 pm by Baldur »

Inca Sator

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Re: Klyro's City Project
« Reply #209 on: May 27, 2006, 02:02:03 pm »
Baldur, please, return a little to past posts (about 8-11 part of topic) and find Zan's message/idea about vines. He suggested vines as alternative path to floating (in the air) island.
About another (artificial) klyros architecture - Minetus has some pictures of it (though they are still raw) - may be you can try to apply some similar forms and shapes from baku?
About form of city-plan - i believe that it will be connected somehow to the landscape. Check the map, check the 3d map - it have several reefs and rocks/stalagmites(?). About harbour - check my map/sketch where i suggested the Shipyard place (i think Minetus  implied the G4 square to be a harbour), doese it match your idea? But may be we can have two ports/docks :)?
It will be great if you apply your ideas to Minetus map. It can be done even in Painter :)