Author Topic: Adraax: Klyro's City Project  (Read 87161 times)

Arangol

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Re: Klyro's City Project
« Reply #600 on: July 23, 2006, 06:19:21 pm »
Minetus idea about a giant rock wall might work, naturally formed or made by Klyros to prevent the tide. From it they would too lead water in to the city canals.
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miadon

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Re: Klyro's City Project
« Reply #601 on: July 23, 2006, 06:35:35 pm »
maybe, but i think it would be made by klyros, but the description of klyros states they are nomads and adapt to changing situations, so one assumption would be that they simply would go wih the tide, as it gets lower they would head for maybe cities closer to the edge.
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Arangol

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Re: Klyro's City Project
« Reply #602 on: July 23, 2006, 06:40:10 pm »
Cities closer to the edge, how do you mean, if they are closer, then they would be under water when the high tide comes and that wouldn't be so good.
And if they would just move on, what would happen to all the boats there, would they just be taken and sailed with the tide?

The rock wall sounds best to me.
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miadon

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Re: Klyro's City Project
« Reply #603 on: July 23, 2006, 06:44:11 pm »
well it all depends on how far the great lake comes in to the 6th level and wether the lake bed for the 6th level is at an angle of straight. (if straight then the whole level 6 water level is the same hieght, if its at an angle places closer to the edge would have a higher waterlevel than in land)

Cities can be closer to the edge, whos to say they are not built like piers? whos to say klyros cant build towns under water (after all they can breath in it). whos to say there are not some small "islands"?

« Last Edit: July 23, 2006, 06:56:05 pm by miadon »
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Baldur

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Re: Klyro's City Project
« Reply #604 on: July 24, 2006, 06:46:23 pm »
Added Gentar's Ship along with Inca Sator's most charming Lighthouse to the project wikipedia ( www.flaggrab.com )

dying_inside

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Re: Klyro's City Project
« Reply #605 on: July 25, 2006, 09:39:12 am »
I noticed on that small sketch of the town, it showed a floating island.
If you did that, I was wondering how you would go about that. Would it all be part of this map or would you cut it off and keep it as another sector, or sub sector?
Maybe a kind of obscure question, but I'm curiouse.

minetus

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Re: Klyro's City Project
« Reply #606 on: July 25, 2006, 10:30:34 am »
to be honest till now ive been working on the complete map, but ultimately it will be split into sectors for convenience i tink..
the floating island isnt 100% in the map because (of the reason why it floats we want to add it but we got to find a good reason to why it floats)
about your question i believe it to be like a sector on the map a problem with this is it wont render till you load it (like it happens with jayose area when you look at it from some distance)

as a side note : im not much of a 3d modeler (i did learn very basic 3d studio on school while every one was messing with autocad i was messing with 3ds ;D) and i did a animation for a colegue final graduation presentation but this was like 8-9 years ago. and im having really alot of trouble on editing the map right now things are goin really really slow.

about game mechanics i dont know much to notting but i guess im learning  :devil:

Arangol

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Re: Klyro's City Project
« Reply #607 on: July 26, 2006, 09:08:21 am »
About the rendering, have anyone of you looked at the bronze doors from just after the loading. For me the great wall is gone until I move about 10 meter forward and then it pops up.

Well, as you said earlier, why can't they have towns under water? Yes, why not.

We had some ideas about the flying island, like it was blasted up by a demon or some other stories.
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

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Baldur

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Re: Klyro's City Project
« Reply #608 on: July 26, 2006, 10:38:39 pm »
And they still hold true, though not in high regard to Inca, the project has very much aimed on being humble, making a small merchant town. "Unfortunately" it sprouted out in to the "Holy City of Klyro's" which Inca is most thrilled to point out whenever we get some new crazy ideas :P

At now the floating island is tied to a distant legend bound to a field I call Inundium but the other guys do not, it is often call the "Field" or "Place of Battle" pointed out on the main "area-map" shown on our most pleasent Klyros City Dictionary in the "Areas" section.

Good Browsing and be sure to write back if you have any more questions or perhaps and offer to join our project :)

Peace.

Inca Sator

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Re: Klyro's City Project
« Reply #609 on: July 27, 2006, 05:20:07 pm »
I guess everybody little bit discountenanced with Miadon's comments. I don't think this peculiarity of PShift tide somehow destructed the concept of our Klyros City - it make it more interesting and serious. (i don't know will this tide be implemented in game, but it got to).
So, here my ideas:
The Klyros city will have double status - one season it will be just a big town (1st condition), at second season it get also the meaning of sea port (2nd condition);

1st condition: we must surround our city with dike or by complex of dikes-->we need to leave streets-channels, algae-fish farms etc; also, don't forget that our city isn't only sea port - it is also a RIVER PORT; so inhabitants will keep the opportunity to travel through the town streets to docks, to algae farms, to swamps, to rivers-->to lakes/ponds and further in deep areas on their BOATS/KATAMARANS/SHIPS.
 Also we got to place the seabed path from docks to the new shore area in the sea - to save the meaning of sea merchant's roads.

2nd condition: there are no any special issues about this condition of town.

Next:
-all types of architecture we discussed before are still true (in fact we don't have anithing except Baku concept :D); I think we must add houses-ships, or houses-on-ships which will be able to travel with tide.

-i think we can invent new type of vessel: submarine and super-vessels which will be able to travel underwater, on water and in the air (remember Gentar's airship?) - it will be the second alternative how cargos from distant dock will reach our city;

-also we could tame some animals to help klyroses in transportation cargos along seabed path. Can you imagine - giant Crabs or Pangolins?!

What do you think, friends?

LARAGORN

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Re: Klyro's City Project
« Reply #610 on: July 27, 2006, 05:36:34 pm »
Good ideas Inca :)

An idea for Houses, or buildings that move with the tide-
Since the Baku floats, a rich merchant or someone wealthy could have, lets say 6 Baku for the foundation of their house, or shop.
The Baku would have the boyancy to support the weight of the structure. the larger the structure, the larger amount of Baku used.
It would be compairable to a houseboat.

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Baldur

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Re: Klyro's City Project
« Reply #611 on: July 27, 2006, 05:54:52 pm »
@Inca
How about tame seal-like animals? They could help with pulling wares in water.

Fishes will hardly ever be tamed, most are too dumb and those who are intelligent are often too independent, we will have to turn to mammals or reptiles, maybe even huge insectoids. Giant Dragonflies serving as companions on the surface and in the air. 2 meter tall toads which serve as a fast connection between the closer island, it can either swim or jump to another island if it's close enough

What with the both condition, that is a fairly well thought plan, many towns in our world do change with the weather, maybe someone could find an example. We could have a sort of siesta like the mexicans, but when the tide is low, not when it's the warmest, as I see it it'll be rather humid and not enough light will reach the city to make it any big deal to sleep past the worst"humidity", or maybe it is, that leaves to be seen.

An idea and maybe a problem is to tie the season to the many conditions in the region, should we tie the conditions to the weather or the events that follow it(harvest, seed). Maybe add some local traditions to the region(Humidity-siesta?Tide-siesta)

@Laragorn
 Hmm, a floating part of the city. I have seen cities in the Victoria lake so it is possible, maybe we should start with some concepts.

Dahoma

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Re: Klyro's City Project
« Reply #612 on: July 27, 2006, 11:14:47 pm »
Hello, i've been keeping up with the as much as I can. I can't help out with it because my blender talents are...well...lets just say they couldn't be worse  ;). But I think this is great, and once it's put into the game everybody will be singing your praises. I just want to say that this is gonna be kick ass and I hope it works out well  :D
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Baldur

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Re: Klyro's City Project
« Reply #613 on: July 27, 2006, 11:37:08 pm »
On behalf of the team, thanks Dahoma :flowers:

Well, I couldn't rule out the rest of the team by saying thanks myself, who do you take me for :sweatdrop:

Myrthe

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Re: Klyro's City Project
« Reply #614 on: July 27, 2006, 11:53:12 pm »
okay, like miadon said, since Klyros can breathe underwater, why not have some houses underwater also? not necissarily filled with water, but you have to go underwater to get there. it wouldnt bother them because they can breathe. then, the 'tide' would not be a problem because you're on the bottom. there would be an easy reason of why they would want to also: it saves space above-water for other, larger buildings. i will try to get some sort of picture, but, as im not much of an artist, any drawings would be awesome.
« Last Edit: July 28, 2006, 12:34:24 am by Myrthe »