proline wrote: ↑Thu Aug 02, 2018 2:23 pm
Hills in PzC2 are basically just shadow generators with maybe a hint of lighter coloring on them. As you said, if you light them from above they vanish. That's poor design.
If it is good enough for
Civ 6, I can live with it too. At least until we run out of other things to do.
proline wrote: ↑Thu Aug 02, 2018 2:23 pm
In real life, hills provide tons of visual cues that they are hills even when they aren't casting a shadow. The vegetation changes on them as you go up, streams flow down and between them, rocks are often exposed in their faces, roads often go around them or wind up them, etc. There are so many possibilities.
One of our design goals was to make all terrain types very clearly distinctive, because they play an important role in gameplay. We used to have rock on the hills and deliberately got rid of it, so it remains the characteristic feature of mountains and escarpments. I'm considering adding forested hills to the game, which will "combine" the difficulties of hilly and forested terrains, and those will be covered with forest. But the hills we have now are bare and are not supposed to show any significant vegetation. Water is a feature of rivers and swamps (and also muddy ground state), so it is not used anywhere else in dry skin. Etc. It's a game, not a photo realistic earth simulation.
But for the record, if you look at
this screenshot, you will notice certain folds on the sides of the hills, which could be a result of streams going down. So, the texture is also not exactly the same as clear grass.
proline wrote: ↑Thu Aug 02, 2018 2:23 pm
You could also differentiate the plains. The citizens of PzC farm flat terrain with fences and barns and stuff. Kind of like real humans.
I looked through a number of PzC maps and did not find any barns or fences there. We are considering to add them in PzC2, but it is low priority. Terrain you see now is good enough to kick off testing, while making it "more beautiful" can wait.
proline wrote: ↑Thu Aug 02, 2018 2:23 pm
In PzC2 open terrain is basically just a giant lawn.
Except where there is countryside. As an example, there is a lot of countryside on dev diary screenshot, in the right part of the map. Basically, this is the same approach Panzer Corps used for open areas of the map. For the record, I agree that it is not ideal right now, so we keep searching for ways to make these areas more interesting.
proline wrote: ↑Thu Aug 02, 2018 2:23 pm
As the saying goes, to a man with a hammer everything looks like a nail. When you have a 3D engine and some really huge shadows it's way too easy to try to make every design issue about them.
I fail to see connection between this quote and PzC2 terrain. Hills (and dunes) are the only terrains which rely on shadows to show their shape, and this is what makes them different from most other terrains. All "flat" terrain, like clear, countryside, bocage, rough, forest, thick forest, swamps, cities, towns, villages, ports, airfields, rivers and roads - do not rely on "really huge shadows" at all. Mountains have them obviously, but they also have enough other visual cues, like characteristic shape, rocky texture and snow.