Working on a refined pak64 - pak64.Crisp
Posted: 21 May 2012 21:39
I assume after all the years of development, pak64 looks exactly like the developers want it to. But I couldn't really get familiar with it, and always wished for some changes in it's visual appearance. So I have started to work on a pak64 variant of my own.
I've called it pak64.Crisp, and the main differences will be that pak64.Crisp has more contrast and also light outlines for the objects. So far I have adapted many houses and trees, and also some of the ground textures. Content-wise, pak 64 and pak64.Crisp are identical at the moment, so they should be fully compatible.
Later I want to do some fine tuning of the costs, the balance between fixed and running costs, also the balance between costs of buildings, infrastructure and vehicles.
pak64.Crisp v0.01 doesn't have many changes yet, I just work since a few days on it. So it is more or less a preview of the concepts, but will see many detail updates.
Download:
http://sourceforge.net/projects/ironsim ... k64.Crisp/
I've called it pak64.Crisp, and the main differences will be that pak64.Crisp has more contrast and also light outlines for the objects. So far I have adapted many houses and trees, and also some of the ground textures. Content-wise, pak 64 and pak64.Crisp are identical at the moment, so they should be fully compatible.
Later I want to do some fine tuning of the costs, the balance between fixed and running costs, also the balance between costs of buildings, infrastructure and vehicles.
pak64.Crisp v0.01 doesn't have many changes yet, I just work since a few days on it. So it is more or less a preview of the concepts, but will see many detail updates.
Download:
http://sourceforge.net/projects/ironsim ... k64.Crisp/