Quote: "I'm assuming that the game is viewed in 3rd person but not as distant from the ground as in the pics you posted right?"
I'm either going to use a simple tracking camera from behind which will be pretty close to the player or I will use camera waypoints so that when the player is in a certain place then the camera smoothly moves to the correct waypoint.
Quote: "Anyway IMHO, the rocky texture in the mountains looks a bit like pebbles so i'd change that to a more rocky texture, unless you are aiming at a cartoony look."
I am aiming at a cartoony style. Besides, I'm probably not using those terrains for this game anymore.
Quote: "Personally i liked the bright water better then this one. But yeah it was too bright and this one is too dark Is the first one ghosted and the last one dark ghosted? I'd suggested forgeting transparent water. Or make it 80% transparent or something. Are you using DBPro?"
The bright water is ghosted and the dark water is alpha mapped at 75%. I may end up using non-ghosted/transparent water but I personally like the dark one. Yes I am using Pro.
Quote: "The roads are a really good."
Thanks.
Quote: "The levels look a bit too dark. I'm not sure how lightmapping works, is it affected by lights? If so it will look awesome when a light passes through that otherwise it will be really dark in there."
It isn't affected by lights. It is a pre-made texture with shadows and light added. On my computer at least it isn't really that dark. Just dark enough to be eerie. I'll release a demo of it soon so you can look around for yourself.
Quote: "What kind of terrain are you using? Advanced, matrix, memblock matrix, or your own terrains system?"
For that I was using plain old DBPro matrices. I messed around with some nice memblock matrices but could only get them to work in DBC.