Another dissertation post coming right up. Okay so there’s been some work with planning going on in Edoras the past week. I’ll explain the methodology in regards to the planning of the city and onwards.
Firstly, the order of events for the planning-stages of the city.
- Create overhead maps of the city for rough estimations of where things will be (primary roads, markets, points of interest etc).
- Plan out the individual houses, gardens, roads etc in game inside the city itself using color-coded blocks, marking out everything that makes sense and that needs to be figured out ahead of time.
- Possibly create some post in-game planning maps of the city for further referencing.
- Develop concepts of the houses (can be done at any point in time really, but at this stage those concepts should be fully fleshed out and researched as to have a solid idea of how everything will look like). Creating house-guides and what not is also a part of this stage.
- Mass-produce the housing templates for every reasonable dimension that will be used inside the city (aside from tiny storage sheds). Create variants for the block palette and apply those to the dimensioned house-grid.
- Final touch ups before the templates are pasted in. This may include finishing the walls, gates, terrain etc.
- Paste the templates into the city following the pre-existing plan. Adjust houses that will inevitably not fit perfectly to a sensible degree.
- Final preparations before building begins for the server.
- Building itself, houses are to be detailed and personalized by their claimants. Interiors are the big majority of the work that will take place outside of gardening or whatever stuff is planned.
- Final city touchups. Further details to complete the city and pull the whole thing together in a coherent aesthetic.
Now as to the in-game planning which will arguably be the most important step to seeing a good city (see step 2. above). I’ve developed a system that will ultimately be rather different to how we planned stuff in the past, for big or small projects. Obviously the city we’re making using the new (and very much in trial) template system for large-scale settlements is completely new to all of us here, and thus there needs to be a different approach to how that template system is ultimately brought to fruition by the builders.
Below is a screenshot of some early-planning using new methodology. Not really that drastically different in all honesty, but different enough that I should clarify.
What you see there is the in-game planning, so far only in a little corner of the city used as more or less a test-zone. Firstly there’s the actual markings themselves on the ground. Light gray are the houses or ‘living halls’, purple is smaller houses more or less used as profession-huts where the work takes place in (ie. Bakehouse, weaving house etc), more about that stuff will be in the guides. Cyan is gardens, allotments, personal space etc. Then finally the light blue is little sheds for tools or wood and what not.
Onto what you see floating above it. The white and black glass you see are planned references of the owners land and his private property. Usually a family would own multiple buildings for each use in rural areas of Anglo Saxon England, however in towns it obviously becomes more cramped so they merge everything into smaller areas, if they had need of it. Hence why there are the purple ground-markings of profession based buildings, for those with the money or space to separate them. The white-black allotments or ‘plots of land’ - just POL for short as seen in-game also act as a larger portion of work for builders to claim and work on. Since we’re using the template system using regular houses as claimable stuff to work on will simply be ineffective and too small of portions, which is partly why we’ve created these POL’s to give builders more authority and creative freedom to work on their respective land. This will also help to illeviate the constant pest that every city-leader despises, which is filling in the gaps of the houses with details.
Onto the uppermost layer of planning is just a border marker separating all the classic ‘sections’ of the city.
That’s it so far, please feel free to leave suggestions on just about anything related to this project.