This may seem like a bit of a tangent for me, but a little of a year a go the idea for this project is what got me started drawing sprites in the first place. Originally the plan was for MLSS to let me learn about nfo and templating, but it has kind of grown larger than I expected, and still is nothing like 'complete' in a sense that would allow a 1.0.0 release.
In the mean time I am going to use this thread to share some of the other aspects of the project. Some parts are not yet supported by NML as far as I know, and others I might just have trouble figuring out how to code, but if at least start showing a few sprites, the ideas might make more sense to those of you who are interested.
The Project sets out to do a few things that "break rules", so that should be explained upfront. I am trying to keep graphic style consistent across my work, rather than strictly consistent with TTO/TTD or OGFX. I hope that the results will still look ok with other base sets. Additionally, I originally planned to have three or four scale variants, with most 'larger' than the common scales in TT, along with some 'super-deform' scales for vehicles. At current time I am only working with two scales, but this may change in the future.
I also would like to provide both 8bpp drawn sprites and 32bpp rendered sprites, as I am working from Rhino models to plan many items anyway. An additional idea would be for 32bpp technical line drawings, reminiscent of early 80's conceptual axonometric drawings (although in isometric obviously).
First up is a item that is and will be a totem of sorts for the project as a whole. It is meant to be implemented in both a true to prototype form, and also in some more flexible variations that are arguably more true to the original concept of the prototype. I considered naming the project after this item, but instead decided it made more sense and a better acronym to name it after the movement it represented.
NGwip.png [ 8.96 KiB | Viewed 5461 times ]
There still is much work to be done, but I think this shows the idea of a building assembled from an assortment of modular sprites, which ideally would be chosen somewhat randomly. I would like the lower 'plinth' to be omitted in some variations, and for the overall height to vary as well. The sharp parapets will ideally be road aware and try to face the street. I would also like to check for neighboring buildings of same type and have the sprites for the plinth replaced by some that look connected, perhaps with some other types of connection as well. Textures need some work, but there isn't much room to give texture to all-white boxes. I dislike the purple windows as well, so they need a lot of work. The plinth looks small despite coming out to the tile edges on its sides, so it might need to actually overhang a bit, but this could look bad (the capsules already overhang at this scale). Like the prototype, I think variations with the plinth need to have a curtain wall enclosed lobby surrounding the shaft, possibly with columns beyond that, but still set back from the edge of the overhang.
Much Like Kurokawa's original concept for the capsules, and in the spirit of the Metabolist movement, I would like to also use the capsule sprites to also create smaller houses, and perhaps draw some newer, nicer capsules to replace and supersede the original circa 1970 units. I don't know if the latter idea is feasible in NML, but if not I would settle for just having capsule towers built later having newer units, and older towers being replaced after about 30 years.
Finally, there needs to be a nicer groundtile than my MLSS gravel, but that is a lower priority for me at the moment.