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Topic: Improving the original? What to improve to do the game even better? (Read 102416 times)
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JonoPorter
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Don't mess with the US.
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Cool Kohr-ah. But I always though the kohr-ah's ships were inspired by the movie aliens. So I was expecting a Spine running the length of the ship, with protruding backbones. They even have a bone pit below them in the communications so that gave me more of that impression.
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Clay
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Cool Kohr-ah. But I always though the kohr-ah's ships were inspired by the movie aliens. So I was expecting a Spine running the length of the ship, with protruding backbones. They even have a bone pit below them in the communications so that gave me more of that impression.
Well, I dunno about Aliens, since I've never seen it. *Blasphemy!* But I actually did take their bone-fascination into account. I did my best to include pits and slopes and divits reminescent of bone structure. You'll probably most see the human pelvic bone, but there's notes of the skull and various carapaces too. I did try to make the bumps on the back very spinal, but what you see is what you get. ^_^;
It still doesn't seem quite as organic as I wanted it to be. The old sprite seemed so oddly detailed, despite its low resolution. But this is what I could do. ^^;
Kohr-Ah Death: Sure! Go for it; I'd be honored. Unfortunately, this is the best version you're going to get. I do the sprites based on the size of the ship image above the pilot animation x 400% (If I recall) This should be more than enough to create a 1024x768 res game, if not better. However, this doesn't make it very printable or anything.
But fret not, I could always resize and doctor it to look good at larger sizes/higher resolutions. If I worked at that size to start with, these would take me much longer to make.
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« Last Edit: February 03, 2006, 03:23:15 pm by Clay »
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Megagun
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Moo
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Oh god.. How much I hate images in signatures...
*Imageblocks*
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DwD
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ancay ouyay eakspay igpay atinlay?
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Most of the systems are generated at random, I think. The only ones with specific generation instructions, that I have found, are key to the storyline. Thay are located in the "uqm-0.4.0\src\sc2code\planets" folder.
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WhiteNoiz
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Not sure if this has been mentioned since I didn't feel like reading the entire thread, but here goes:
I think this is general to all 'old' games but SC2 moves very slowly compared to modern games. If there were a way to speed up travel between stars and even between planets it would be welcome. The whole process of going to a planet, scanning it, getting the minerals, etc can be tedious as well. The joy of exploring is what makes SC2 fun, but maybe the process can be streamlined. Also, combat is *hard*.. Old games required much better reflexes than today's games. That's fine, but maybe a more gradually increasing difficulty would make the experience nicer. Finally, there's no autosave. So you can get stuck in a situation where you have to replay a large portion of the game if you are not careful. An option to automatically save each time you get to a new system might be nice.
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Censored
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Somewhere, between the sacred silence and sleep.
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Not sure if this has been mentioned since I didn't feel like reading the entire thread, but here goes:
I think this is general to all 'old' games but SC2 moves very slowly compared to modern games. If there were a way to speed up travel between stars and even between planets it would be welcome. The whole process of going to a planet, scanning it, getting the minerals, etc can be tedious as well. The joy of exploring is what makes SC2 fun, but maybe the process can be streamlined.
the travel speed - perhaps you're right about that (though enemy "holes" should be sped up accordingly). However, I think mining planets is an integral part. If you want to cut some time from there too, perhaps a scanner for an entire solar system - with potential bio/minerals on each planet would be nice, and I don't think it would deminish gaming quality. This could also be an expensive module bought on the Starbase / from the Melnorme, that you have to install on the flagship to use.
Finally, there's no autosave. So you can get stuck in a situation where you have to replay a large portion of the game if you are not careful. An option to automatically save each time you get to a new system might be nice.
If I remember correctly, you can win the game even after the time limit is reached; even if you don't get the Sun Device when the Mycon move their sphere. In fact, the only reason why you would *have* to reload the game is if you don't have enough time to complete the required tasks to win the game (and in that case you would have to restart the game, actually). Remember that you don't have to do that much. You could wait for the time limit to be reached, hop to the planet of the Bomb and get it after the Kohr-Ah are done with the Utwig. Go to the Sun Device and take that (after they are annihilated too), then reach Procyon, then the Sa Matra (this is all in theory, never tried it, not sure if there's enough time before the Kohr-Ah reach Sol).
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"You boldly enter our space! Approach this Dreadnought as though it were a recreation base and then play the dumb hominid? Who do you take us for, Captain... Spathi!?"
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Terrell
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In SC 3 there were artifacts that could be used to improve escort ships. They had to be analyzed and they'd only make 1 improvement to one specific type of ship. Though overall SC3 was a disappointment I liked this specific feature. You could upgrade existing ships for a RU cost, but after you had the artifact you could build better ships (but they'd cost more than the originals so an Earthling Crusier that was upgraded could cost 1500 RU instead of the 1100 RU that an unmodified one costs)
Some have mentioned how the flagship is too powerful after you power it up, but since it's a Precursor ship it should be more powerful than the others. I don't think we should mess with that, it could go too far in the wrong direction. Think of how useless the Colony ship in SC3 was in combat, it was slow, it's weapon weak, it's point defense was a little better though than the packs used in SC2.
A better option to weakening the flagship might be that those ships that are your enemies get some ability to upgrade their ships (like the artifacts in SC3).
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Clay
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Despite days of tinkering, I have to relent that the Druuge Mauler is a complete failure.
Here it is anyway. Moving on to Shofixti before I have to submit myself to a Spathi stoning.
They tell me that'll cost you roughly 40 of your crew...
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Deus Siddis
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I'm not sure I see exactly what is so horribly wrong with it. It appears to be a good fit to me. Perhaps you've just been looking at it too long.
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Draxas
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Yeah? Until I saw those schematic drawings (which I understand were fanmade for the SC2 ships), I always thought it was the cockpit. Especially with that convenient linkage right into the furnace...
I think it looks pretty good overall, I'm not sure why you think it's a failure. It could use a touch more consistent lightsourcing on the engine, but other than that, I think it looks rather nice. This may be a case where the artist is never happy with their own work...
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