We’re all familiar with feature creep, the adding of features to software until you’ve either bloated the program or significantly deviated from the original intent. Even this early in the process, I suddenly found myself recognizing this happening. While working on some new artwork as I begin adding terrain templates and costs, I realized I was targeting the wrong aesthetic.
First it was lighting. I was considering, as I worked with the art, the effects of torches and other motivated light sources. How was I going represent lighting in the world when, for example, the character is carrying a torch or lantern?
Second it was the miniature. I modeled a quick miniature and rigged it to a skeleton so that I could not only pose it, but do some simple animation.
Lastly, it was the materials. I was thinking in terms of real world materials: stone, marble and the like. read more
