Author Topic: Adraax: Klyro's City Project  (Read 86749 times)

Baldur

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Re: Klyro's City Project
« Reply #210 on: May 27, 2006, 03:58:59 pm »
I'll be on it, Inca :) Just don't expect me to be done soon, my schools keeping the A3 papers hostage ::) I really should buy me a block :-[

And i'm currently fighting a bully-adware :-/ It keeps making trojans and worms and i keep deleting them but I can't get to its source :(

"You got 3 more popups"

27 MayEdit:
 Read it and I'm thinkign of a city plan with floating islands, waterfalls which race down into the harbours, the ships of the klyros will be some sort of gliders which glide down  from the rivers,down the waterfalls and into the harbour!  ;D
There could be special elevators which scoop up boats along with water up the waterfalls using the energy of the waterfalls :D A sort of an eternity-mechanism  :lol:
To make it even cooler we could either have alot'a high trees, it would give much to the swamp feeling, at least if we apply towers who look like trees :P The channels will be lit up by the glowing shrooms and Baku's will bhe floating around linked with vines which act as walkpaths as well as links which hinder the residents form floating away! :)
So, alot of towers, fungi litting up the linked Baku livelihood with the distant sound of landing ships entering the harbour ;)

If you want me to ramble on more i've got some more visions which are a bit more eccentric :P Haha, I love this :D

Haha, i'm so crazy :D But what do you think, Minetus, Rast, Arangol and Inca? :lol: I mean it's nothing final, I just had a dream :) Please, comment :)
« Last Edit: May 27, 2006, 05:05:21 pm by Baldur »

minetus

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Re: Klyro's City Project
« Reply #211 on: May 27, 2006, 06:06:10 pm »
rumble at will  ;D
your going the right way i tink, very good.

im gona try to finnish the 3d map by tomorrow, that i can start cutting poly on it  :D, by the way if anyone has changes/sugestions to the 3d map now is the time ;D

Baldur

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Re: Klyro's City Project
« Reply #212 on: May 27, 2006, 08:42:34 pm »
rumble at will  ;D
your going the right way i tink, very good.

im gona try to finnish the 3d map by tomorrow, that i can start cutting poly on it  :D, by the way if anyone has changes/sugestions to the 3d map now is the time ;D
Pff, I always regret myself after things like that :P Ok if a guy likes compliments? ;D

I'm with you on the islands idea, now we just need to add Baku's and other buildings on them interlinked with Zan's vines :) 'n' of course some waterfall which we can slide down :lol:
And i'm not going to stop :P As soon as I get a paper I'll help you with making a sketch :)


29 May
What's up, mates? Haven't seen your works in a while :)
To be short...

Made a quick sketch on a crazy idea I would ever think would go through, though I forced myself to post it cause I couldn't have a good nights sleep :) As I took in consideration Inca's proposition of fusing them together :sweatdrop:

This is an updated version of the Baku
http://i45.photobucket.com/albums/f78/Belark/KlyrosCalciumshellkopiera.jpg
On the surface, young Baku's often look like old reef-lubbers(corals) but don't be fooled. During the first months of the plants life it's moisturizing shell(that soft shell every Baku has from the beginning) protects it from being drowned, it's roots supporting it with water from the safer layers of the seabed where smaller amounts of water flow. When the plant starts ascending to the surface it slowly breaks through the soft shell. When the algae finally breaks the surface it's calcium shell dries and is hardened, later offering the algea protection against Atrul(otter-like herbivore). Once the plant breaks the surface it stops growing with the shell and instead grows "out of" it. Tentacle-like vines start showing up from its insides, sprouting from craterlike-holes resembling a growing meteor. When the vines break the surface the vines start growing small fruits which can only grow unless processed by Atrul.

Oh, stomach-ache :) I'll leave the Baku-project now and start working on the central building if you still need it Inca.

29 May Sketch-at-will
Nicked some A3 in school 'n' will hopefully be fresh enough to begin work on some ideas! :sorcerer:
Add: I want waterfalls! :sorcerer:
« Last Edit: May 29, 2006, 03:53:30 pm by Baldur »

Inca Sator

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Re: Klyro's City Project
« Reply #213 on: May 29, 2006, 05:04:04 pm »
Ok, about your new crazy ideas, Baldur :)
1. Ship-gliders - great idea, but it has functionality only at waterfalls not along whole river. May be we can invite original construction of sails wich are easlily can modified to glider-wings. Rast, where your boats? Also, i think it will be possible design for only small boats not for cargo ships.
2. About elevators... while are we discussing klyros city features, they (klyroses) don't became a good constructors/designers or engineers :) So any complex mechanisms will be out of klyros style. Even so, they can hired some dwarves to build this elevator. And i think it will useв for transmission of cargos, goods.. small boats, people etc.
3. Trees.. I play a little new free online game Silkroad - the most beautifull trees i have ever seen in game. And yes, they were very high.
4. I shouldn't leave it to this moments but.. about those waterfalls from floating island (i keep in mind your first sketch of Klyros City). I think you understand yourself that it can't bу like this - water reservoirs on this island must be constantly refilled by other external source - what it can be? So... in other words, i think these wateralls - the weakest part of your concept :)

Minetus, can we place on First post the "Requesting Ideas" section? For example - Building Ideas, Transport Ideas, Names Ideas... Got it? :D

Baldur

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Re: Klyro's City Project
« Reply #214 on: May 29, 2006, 05:56:54 pm »
... I still want waterfalls :sorcerer: ;D

Trees: As I was talkin about the trees I imagined they would be able to add to the mystic atmosphere. The Klyros are mystic in the way they do not talk that much, they keep to themselves. As the Klyros don't have much to sun I believe they solel want trees and trees high enough can easily damp the light, making it able to use the glowng fungi without special schemes or, if necessary, removal.

Gliding Boats: What I, and what we still are working on, is we use Katamaran-like vessels. The ships would be able to steer with the head sails and because of it's relative lightness(enchanted wood, enchanted wood! Strong but pretty light) enables it to glide softly down the waterfalls. Thinking about the waterfall idea, I wasn't at all referring to my first sketch of the flying island as I had no Idea from the beginning you needed such a sketch, thats me. In a nutshell ;D The Katamaran lying sail which we would also use as floor and madrass for the crew duriing long fishturns. The Katamaran fucntions like a flying squirrel :P We will have to work on the steering functions as this is no easy task.

Elevators: Yes, as Klyros  mostly take the long way, crossng a cape or something, into the mainland it would also be realistic that foreigners have put up stalls in the friendly fishermen's city. These fishermen see to consruction and increasing profits. I would guess a group, containing one of that time's finest builders built this in a quest to link up the Klyro's people with their trading routes as Klyros are rumord to be great fishers. Logic ::)

I must mention these are only brainstormers which explain my picture of the city as a bit swampy but yet mystic and exciting city, one that represents the common mood of its main inhabitants.

Floating Islands: *sigh*was going to write a story, nvm^^

GL, mates:) I don't know if I'm here to help though :)*Gah, too many ideas. I an't stop it:(*

beau

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Re: Klyro's City Project
« Reply #215 on: May 29, 2006, 06:08:27 pm »


hi people. this is my first post here, in this city project. i hope you like my image. and, seeing as klyros city is swampy, how about a low mist on the floors late at night and in early morning?

Baldur

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Re: Klyro's City Project
« Reply #216 on: May 29, 2006, 07:53:53 pm »


hi people. this is my first post here, in this city project. i hope you like my image. and, seeing as klyros city is swampy, how about a low mist on the floors late at night and in early morning?
I love the mist idea, mate. Wouldn't have thought of that :) And your sketch's pretty good though a bit 2D :) Try adding some shadows. If it's going to be a swamp city(which I direly do :P ) it's going to have some dignity with cool mist effects along with glowing fungi! ^^

Discussing the Klyran Katamaran :)

I meant something like this, where the plain piece of cloth would be the "sail" and the straight sails would be the steering rudders for the vessel. In this case Rast already came up with the great idea of using 2 sails for more precision and as Klyros are legendary fishermen, why shouldn't they be great skippers :D

We could use something like the flying squirrels use, gliding on extra skin, though a bit more extreme materials and in the middle of it's body :)


minetus

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Re: Klyro's City Project
« Reply #217 on: May 29, 2006, 09:52:30 pm »
hi every one, been away yesterday on a trip to a island "berlenga island" :D :-\ so didnt had time to work on the map ???
but ive seen much nice places and looked at island structure it was fun O--)
here are some links about it  ;)
http://berlengas.no.sapo.pt/

inca, its a good idea but we are in need of every thing almost ;D maybe later when we have a more defined project?

edit:
adding current map render


and im trying to fix  :sweatdrop: the red marked area :oops:
« Last Edit: May 29, 2006, 10:59:42 pm by minetus »

beau

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Re: Klyro's City Project
« Reply #218 on: May 29, 2006, 10:20:42 pm »


hi people. this is my first post here, in this city project. i hope you like my image. and, seeing as klyros city is swampy, how about a low mist on the floors late at night and in early morning?
I love the mist idea, mate. Wouldn't have thought of that :) And your sketch's pretty good though a bit 2D :) Try adding some shadows. If it's going to be a swamp city(which I direly do :P ) it's going to have some dignity with cool mist effects along with glowing fungi! ^^

Discussing the Klyran Katamaran :)

I meant something like this, where the plain piece of cloth would be the "sail" and the straight sails would be the steering rudders for the vessel. In this case Rast already came up with the great idea of using 2 sails for more precision and as Klyros are legendary fishermen, why shouldn't they be great skippers :D

We could use something like the flying squirrels use, gliding on extra skin, though a bit more extreme materials and in the middle of it's body :)



well, i did draw it with a pen, and it was a bit bad. ill re make it later.

Baldur

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Re: Klyro's City Project
« Reply #219 on: May 30, 2006, 09:11:07 am »
No problem, Beau, we're always in need of new ideas :flowers: Looking forward to your sketch :)

hi every one, been away yesterday on a trip to a island "berlenga island" :D :-\ so didnt had time to work on the map ???
but ive seen much nice places and looked at island structure it was fun O--)
here are some links about it ;)
http://berlengas.no.sapo.pt/

inca, its a good idea but we are in need of every thing almost ;D maybe later when we have a more defined project?

edit:
adding current map render


and im trying to fix :sweatdrop: the red marked area :oops:


Hey Minetus, good to have you back :D Wondered were you'd gone. Did you see my proposition to a modified Baku cause you asked for it? :)
None seems to have taken notice and that might be cause  I put in a puny links to my pic ::)(Doh)
Quote
This is an updated version of the Baku
http://i45.photobucket.com/albums/f78/Belark/KlyrosCalciumshellkopiera.jpg
On the surface, young Baku's often look like old reef-lubbers(corals) but don't be fooled. During the first months of the plants life it's moisturizing shell(that soft shell every Baku has from the beginning) protects it from being drowned, it's roots supporting it with water from the safer layers of the seabed where smaller amounts of water flow. When the plant starts ascending to the surface it slowly breaks through the soft shell. When the algae finally breaks the surface it's calcium shell dries and is hardened, later offering the algea protection against Atrul(otter-like herbivore). Once the plant breaks the surface it stops growing with the shell and instead grows "out of" it. Tentacle-like vines start showing up from its insides, sprouting from craterlike-holes resembling a growing meteor. When the vines break the surface the vines start growing small fruits which can only grow unless processed by Atrul.

Oh, stomach-ache  I'll leave the Baku-project now and start working on the central building if you still need it Inca.

It might be a bit small and blurry so be sure to zoom in on it :)
« Last Edit: May 30, 2006, 11:44:22 am by Baldur »

Inca Sator

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Re: Klyro's City Project
« Reply #220 on: May 30, 2006, 12:39:23 pm »
For Minetus: here my sugesstion of

The List of Requested Ideas/Concepts:

1. Names: City name, streets/channels names, building's names (ex: Kadas'el Tavern), geographic names (cliff, sea, river, waterfalls
----0% complete

2. Stories: story of The City Foundation, local stories concerns names (see above);
----0% complete

3. 3d&2d Concepts of Klyros Living Style:
-Buildings (from small store to Great Klyron Hall):
----Baku-  sea-plant housing (+story) - 90% complete -by Baldur
----
-Interiors (furniture, all other stuff):
-Special constructions (dike, weir, fish/algae farm, elevator):
-Ships (let they are all - klyros ships):
----Trimaran - one sail, can travel in shallow waters (no keel), fishing - using on river and sea-shore waters, can glide from waterfalls - 66,4% by Rast, Baldur, Inca, Laragorn;
----Boat - no sail, but oars, using on river, klyros algae-farms;
----Gondolas - no sail, but oars, using as city-transport in Klyros City for traveling along channels-streets;
----Cargo ship - multiply sails, oars, part of klyros shipping;
----Battle ship-?
+--Airship vessel (not klyros ship) - can sail on water and air, using for transfering big cargos and amount of people amongst different levels of Yiliakim. -70% by Gentar



5. Location of City concept (landscape, fauna, flora, atmosphere, etc):
-Landscape - 70,3% complete - by Minetus, Arangol, Inca

-Trees:
----swamp tree - 10% complete - by Rast
----glowing fungi -13,2% complete - by Minetus, Rast

4. Misc:
-Klyros patterns (signs, symbols, marks, decor):
----sea-earth-air symbols in decor (idea) -10% complete - by Baldur;
-Klyros font/script;
----Klyros surf board - 25% complete by Rast
« Last Edit: June 02, 2006, 02:24:22 pm by Inca Sator »

Baldur

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Re: Klyro's City Project
« Reply #221 on: May 30, 2006, 12:49:36 pm »
Oh, didn't know I was on :) And least I thought it would be symbols^^ Inca, you helped me too on the Baku so you should be part of it :)

beau

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Re: Klyro's City Project
« Reply #222 on: May 30, 2006, 03:23:06 pm »


i done some designs, like the mushroom light, seat and swamp gas. i hope they help!

Baldur

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Re: Klyro's City Project
« Reply #223 on: May 30, 2006, 07:48:30 pm »
Hmm, intersting "Ignited swamp gas" though we've(or they've. Haven't been around that long :) Thank Minetus, Arangol, Inca and Rast. They made this happen :)) had the glowing fungi idea befoire and you can find that on page 2. Though if you're only coming with ideas that's great :)
« Last Edit: May 30, 2006, 07:51:27 pm by Baldur »

minetus

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Re: Klyro's City Project
« Reply #224 on: May 30, 2006, 08:03:51 pm »
Inca, i tought it was a request list  ;D thats a underconstruction list :woot:
request : stuff that needs to be done by someone
underconstruction: stuff that is currently being done by someone

not trying to bash you, but i understand sometimes writing in a language that isnt your main language can cause confusion, ty for clarification.
definetly thats a must to go in 1st page  :D, ill get on it tonight.

beau: thats nice, but can you research it a lill more  :D , like adding mushroom size, light effect propagation(is that the word?) limit, and the falloff of the light, lill more technical  :D

baldur: can you draw it, without being a house  :D, i like it, and could you add more detail into it, example: you only have crater's from a side view can you draw them on other side too, add some algae rubing around it, in the roots maybe some corals and algae live there  :D