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Dijeweled Backgrounds

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Jan 18th, 2018
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  1. **Part 2**
  2. These are backgrounds to serve puzzle games, therefore it should be rich but not too overbearing
  3. If the player stops to look, allow them enough detail to marvel
  4.  
  5. Elaborations of paintings' requirements
  6.  
  7. **Classic** should employ a cliff side that is thousands of feet in the air. Overhangs should collide with clouds, overall hilltop area is lush with grass and shrubery with some flowers. The skies should be around sunset, light coming from the right. The cliff ends 2/3 from the left to the right. Ringed planets, moons and stars should be hazy in the background, but much larger than the moon would look in our skies
  8.  
  9. **Arcade** is a small town square with stalls made from sail fabric and wooden sticks. Electrical power lines should be seen. Roads are paved in cobblestone, in-land, away from edges. No people should be present, but the stalls should have shelves that sell vials filled with glowing potions and odd materials. Camera is from above the square slightly, that leaves the bottom two-thirds of the composition filled with a row of stores and the cobblestone floor. Midday setting, planets extremely subtle and shrouded.
  10.  
  11. **Endless** is a river stream near a patch of forest. Sky is purple, occupying half of the screen. A river runs through the center, alongside rocks and grass in the stream. The immediate sides to the stream are rich in grass and flowers, with evergreen-like tree shadows occupying the far left of the screen, tips slanted towards the right. Camera should be at the right of the river, on top of the right bank and pointed at the river. Stream flows towards us. From our perspective the river runs from the right to the top-center to the left of the bottom-center.
  12.  
  13. **Challenges** is a small playground set in the area next to the marketplace depicted in **Arcade**. It should share most of the same setting, however, the camera is more level with the ground and thus more of the sky is scene and the playground equipment is shown directly ahead. The equipment should conform to the late-1800s aesthetic, worn out from overuse, metal parts rusty. Planets above should glow through the blue scattering of the midday sky.
  14.  
  15. **Blitz** shares the same area as the scene in **Classic**, with the exception of added hills in the background for better parallax effects. The sky is dark, and thus, very few light and planets being invisible. Heavy rain and lightning streaks the night sky. Clouds should fill the blackness of the void of the sky. Clouds close to the surface should be missing. The ground should be illuminated by the lightning. Rain should be just visible.

**Settings** uses the setting next to the cobblestone market in **Arcade** and **Challenges**, but a giant pole attach to the overhead power lines is seen. The light from the midday sky should breach the power line and drown it slightly. The base of the power line should exist a giant transformer box with its lid open, its controls and breakers exposed for the viewer, as electricity streaks are seen going through the power line. It is next to a grass patch behind the power lines, with the road going horizontally in our perspective also paved with stone.

**High Scores** is a giant wooden board held up by stone posts with a small wooden roof, with a giant newspaper pinned to it, displaying nondescript text and imagery, announcing a list of items.

**Help** is a school on a grass patch next to the cobblestone markets. Directly ahead, it is shown isometrically, and built with concrete and stone. Paved roads go around it, forming a junction, barely visible to the mid-left edge of the screen.


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