The following was written by Widowmakers, and is intended to give users a glimpse at the process of starting a new project.
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Gameplay and Graphics.
Gameplay and Graphics.
Gameplay and Graphics.
Gameplay and Graphics.
These are the two main things that define a map here at MC. Here are definitions for those two main parts of a map. Now you may disagree with my definitions below, but whatever.
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Gameplay: The logical controls that define actions players can take or events that take place due to those actions.
- Examples of gameplay are: attacking, bombarding, auto-deploy, bonuses, override Bonuses, territories in multiple bonus groups, variable armies per territory allocation, and many more.
- Examples of gameplay styles are: Classic, Conquest, resource-building, complex and simple.
(I am positive there are many more style and categories. There is no way we will all agree on style type or gameplay. But where is the fun in everyone always agreeing?)
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Graphics: The representation of data in a way that includes images in addition to or instead of text.
(ref
http://www.thefreedictionary.com/graphics)
- Examples of graphics here are: All of the maps we have. Duh!
- Examples of graphics STYLEs here are: detailed, realistic, modern, simple, old, and many more.
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Style: The combination of distinctive visual features that determine the way in which an idea is expressed.
(ref
http://www.thefreedictionary.com/style and a bit of my own words too)
(Once again, I am positive there are many more graphical styles. But I can’t name them all because I don’t know them all and even if I did, I still wouldn’t name them).
We all know that both graphics and gameplay are equally important and required for any map.
Each person here has different roles and abilities in both facets.
So even though I just said that both are very important and that one cannot live without the other,
I am going to direct my attention for the rest of this piece to the discussion of graphics and style.
And by “direct my attention” I mean basically explain why and how I do what I do for my maps.
My Motivation
Just a little background history about me, I learned 80% of my Photoshop abilities while making maps.
I knew the basics before, but the skills and techniques I have now have been developed while making maps.
I find that developing a skill, most of the time, requires a need.
My goal as I make maps is to learn new ways to make then. And also not to make a map that looked like any other map I had already made.
So I always try to approach each map with a clean slate or open mind.
I don’t want my past experiences or techniques to limit my future but to enhance it and allow for more technical growth.
So in my head, before I start a map, I tell myself that the visual theme of each map will be different.
Sure the glow of the font or the borders line might share some similarities.
But the overall style/theme of each is very different. Well, this did not happen accidentally.
How I Tackle a Project
With each new project I started, I had to decide what I wanted to do. Now pay attention. Did you see what I just said?
I had to decide WHAT I wanted to do NOT HOW I would do it.
I did not let my current knowledge determine the level at which I would design. I set a visual goal and set out to do it.
The philosophy of “Decide WHAT you want to do, then figure out HOW to do it” is how I approach all of my maps.
Not only does in free your mind to think beyond what you know, it then challenges you to try and get there once you decide to take the trip.
For instance, did NASA say, “Well we don’t know how to make anything that can break earth’s gravity and go into space so let’s just forget about it and keep making planes.”?
NO! They said, “Hey, we want to go to space. That sounds like a good idea. Great, then it is settled.
We want to go to space so let’s figure out how to do it then!” And then they researched and developed rockets and the rest is history.
How to get better
There have been times that people have asked me how to do something or how they can get better.
I know there are people out there who think they can’t get better or that they can’t even get started. Maybe they don’t know how to start.
Below is a list of things I did and suggest that everyone else do if they want to increase their skills and techniques.
(And this does not just deal with graphics. Most areas of learning deal with these principles in one way or another).
-FIND Tutorials, READ Tutorials, DO tutorials. If someone already did it, learn from them. This is very important if you are just learning the software or starting out your artistic development. It is much easier to learn from others than try to learn everything by yourself.
-Look at the world around you. Watch TV, look at signs, advertisements or bill boards and then try to recreate those images. Or you can just visualize and idea you have or image you want then, try to then create that image. This gets right back to the “Decide WHAT you want to do, then figure out HOW to do it” philosophy.
-Don’t be afraid to try something new. There was a time when everyone was a noob. Some people had parents who taught them, others have 4 year college degrees in Graphic Design and some are just self trained. Either way we all started off knowing nothing. Only by challenging yourself and trying new things will you grow and develop.
-Don’t be afraid to FAIL. There is also nothing wrong with failing. We all learn from mistakes and grow from them. By trying a technique and failing you have learned one way not to do something. And sometimes by trying a technique and failing, you might actually develop a new technique that you never were looking for in the first place.
-LISTEN to others. You don’t know what you don’t know and you don’t know everything. There is always a person that has more knowledge than you about something. The techniques you use might not be bad, but there might also be a better way. Just look at how many versions of a map people go through. Is that because the initial version was bad? Or was it because the map was not as good as it could have been? There is a BIG difference. By listening to others and looking at their direction and opinions, you not only gain their knowledge and understanding, you gain a person who will potentially be there for you later when you have other issues.
-Be patient. An immense amount of time is required to learn and develop skills. You won’t get 3 maps quenched overnight on your first try. And once you get a map done, that does not mean you know all there is to know.
-Have FUN, FUN, FUN!!!!! I think this is self explanatory. There is no point in doing all of this if you don’t like it. Not everyone is the same and not everyone can do all of the same things. Don’t stress out about what you can’t do. Understand what it is you can, work with that and slowly it will become easier. Then after that you can learn more and have fun at the same time.
Planning the design of a map
Well now you have the skills, the talent, and techniques to create a graphical masterpiece. What are you going to do with them? Well, you say “I am gonna make a cool map!”
That is fine but there still is one problem. What style should your map have? We touched on what style is before but the pure definition of style does not really help you pick one.
To best decide what style graphics to use, one must understand the purpose of the final piece.
Here are some questions that you can ask yourself before you make a map. They will help you focus you ideas and design.
Who are the characters in the map? (backstory .i.e. why is this map significant or a cool story)
What is your map about?
Where does it take place?
When does it take place?
Why are the events taking place? (again backstory)
How will the events unfold?
Do you see where I am going here?
As the artist you are drawing a visual story.
You are the connection between the gameplay and the end user.
Let’s answer these questions for a hypothetical map.
Who=Soldiers
What=Futuristic Space battle
Where=On an alien world
When=year 3,579
Why/How=Humans were attacked by alien 500 years ago and they have sent troops to kill them on their home world.
Now based on these answers you would not think to use bubbly font or rainbow colors.
The font would most likely be more contemporary, exact and precise.
The colors would be colors of war (greens, darker blues and reds, black).
The visual stage would be that of war.
Space ships would need to be made and there would be two styles (humans & aliens).
There would also be an alien world or worlds to create.
Do you see what I am saying now? By thinking through the ideas before jumping in, you can focus on what it is that you need to achieve to convey your idea.
Before you start a map you need to understand why you are doing it (theme, gameplay).
Ask yourself the questions I presented.
Challenge yourself to explore and investigate ways to improve.
Ask for help when you need it and don’t be discouraged if you mess up.
This is a long journey not an overnight trip. Depending on what you wish to learn or on what you hope to achieve, your journey/mileage may vary.
But one thing is for sure, that if you truly wish to continue to develop and grow, your journey will have no end.
The things you cannot do or understand now will become easy and part of your mental design process in the future. Enjoy the ride and have fun.