ChrisOelmueller/uh-issues — Issue #80: Create building graphics: Increment 3, animated medical herbs field (herbary)
Author: ChrisOelmueller
Created: 2012-02-27 00:51:05+00:00
State: open

A field of our farm which is used to grow medical herbs. These will then be somehow refined in the farm (not visible to players) and consumed by the doctor to create remedies (e.g. heal injured soldiers) and cure diseases.

Planned size for the herbary is 3x3 tiles which equals a rendered size of 192x192 px. Similar sized fields are e.g.:
* [http://trac.unknown-horizons.org/t/browser/content/gfx/buildings/pioneers/agricultural/as_potatofield0 potato field]
* [http://trac.unknown-horizons.org/t/browser/content/gfx/buildings/pioneers/agricultural/as_sugarfield0 sugar cane field]

Inspiration for different growth stages (4 to 5 stages, starting at no plants, ending with ready-to-be-harvested):
* [http://www.sunlandherbs.com/wp-content/uploads/2010/05/Norfolk_Lavender.ChristineMatthews1995.WIKI_.jpg lavender bloom]
* [http://www.annozone.de/files/Anno1404/bilder/kraeuterfeld.png anno 1404 herb field]
* [http://www.sunlandherbs.com/wp-content/uploads/2010/05/Lavandula.viridis.WIKI_.jpg lavender plants]
* [http://fc04.deviantart.com/fs16/f/2007/137/a/2/Opium_by_SMALLBROWNFISH.jpg opium field]
* [http://gardeninggarden.com/wp-content/uploads/2009/05/herb-gardens.jpg different plant shapes]
* [http://spiraeaherbs.files.wordpress.com/2010/11/field-of-wildflowers.jpg wildflowers]
* [http://blueheronherbary.net/yahoo_site_admin/assets/images/heron.92143910_std.jpg several plants]
* [http://uvalde.tamu.edu/herbarium/final/phco_wp.jpg different plants]

You can choose some of above pics and assemble a field where different kinds of plants are grown together. They can have different height, color and density. We will perhaps add up to three different sets of the herbary, so a bit variety is not wrong. Just define the animation states such that in each step, most plant sorts on the field actually ''do something'' (grow or bloom), else the player is visually confused too much.

The state ''idle'' represents the fact that no growth happens (e.g. because of infertile ground) which is the first growth animation and ''idle_full'' is the last growth animation which waits for harvest. Usually those are blatantly copied, so you needn't worry about creating more action sets than '''work'''.