I’m happy to report that i’ve completed all the buildings. It took more time than expected as 20 turned into more than 30 new types of buildings!
In total, i had to make more than 80 new building designs, as each type of building has up to 4 evolutions.
The buildings are not integrated in game yet, which will also require a decent amount of work.
I’m now working on all the missing resource sprites (each resource has its own sprite with 8 levels of filling, and there’s quite a lot of new resources to add as well as resources i had never modeled ). Then i will be modelling and adding new units. When this is complete, that first step out of 5 will be completed, with all graphical assets finalized.
As a teaser, here is below a photoshop composition of some of the new buildings that I used as i designed them to check scales and style continuity. This is not an ingame screenshot, but it gives a good idea of the new look cities will have.
New buildings include tavern, school, library, carpet and furniture workshops, magistrate, water infrastructures, commercial and trading buildings, butcher, bakery, theater, cattle ranch and more…
As other misc additions:
Metallurgy is beeing complexified. I’m adding ores and I split the mine and fundry in 2 separated buildings. Also added steel making buildings. I’m also adding tin, bronze, charcoal, coal and coke.
Modular wind and waterwheels will be available for various buildings as an annex, providing efficiency bonuses.
Very good looking buildings !
I guess they will match nicely with any kind of biomes. Whether nordic, continental, oceanic, tropical, arid or desert. Civilizations from all over the world have been using dry vegetation to build their roofs.
The previous buildings looked fine in cold and temperate regions, but a bit awkward for “hot” climates.
I like the fact all buildings look unique and have their own personality, with different shapes, colors, size and feeling. I don’t want to be building residential suburbs where every single building is identical.
It would also be great to add more variety to the porcos pedestrians wandering in the town. Some of them could wear clothes related to their professions. Clothes patterns could also become more and more sophisticated as the populations get richer or the town enters in new eras.
Also a very good idea to add metallurgy as an industry, it will encourage more trades between cities. And, as a greedy and dirty porcos, the more pollution the better!
I understand and I quite agree with you. And well, it’s just one building I personally think off compared to the others. I’m won’t be forced to build it. 😛
The grinder is a mill, to make flour out of different cereals.
Maybe that carpet building looks a bit odd. I personnaly am fine with it. I think everyone will have buildings they dislike. In this final redesign i tried to make buildings more ‘particular’ in shapes and visual so that each type of building has a stronger identity. That has indeed the risk of having buildings not matching with each other, its a tricky balance. On the other hand if you make all buildings too similar, it does solve the risk of having mismatches but everything will look blend and you’ll have a hard time identifying things.
Nice.
Is that shipyards which float over the river ?
I like a lot the small .. grinder ? Press ? At middle left of the screenshot.
The school and the central place are great too. In fact, I like almost everything here.
To one exception. The carpet-maker building seems a bit .. foreign, compared to the others. It’s very round, very smooth, there is no irregularity.
I make me think to Stronghold where a lot of building had the same style, then there was one or two which were looking different, not because they weren’t historical looking, but they looked like if they were coming from a big town instead of a little village like the rest of your constructions and houses. Nice looking, but too different from the others to blend nicely in.