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Topic: Improving the original? What to improve to do the game even better? (Read 97958 times)
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evktalo
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I'm a little late, but..
I liked the interface mock-up, Clay. Wow! It really *tingled*
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^Nytro^
Zebranky food
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BiG BeEf DiNnEr.
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I'm eager to see a well-done Pkunk. I think the following 3D render by Kris Hauser (all rights reserved!), is a very good one, and still- I'll be thrilled if I see even more detailed one, even if it's from top view. anyway it can make a very good inspiration source (the linear markings on the wings rock..)
Plus I'm waiting for the probe which is very different then any other, and also Utwig- with some new details, if possible.
Censored- I think the D.O.G.I is the better feature in your Broodhome design.
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Clay
*Many bubbles*
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What can we do for you...today?
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Sorry for the absence and lack of ships, guys. Seems I'm really falling down on the job. -.o
Chenjesu's nice! For some reason, I always pictured a more organic interpretation (like the dogi's having short tentacles) but that really makes no sense at all, them being crystaline beings and all. The lightning makes more sense, and looks like it'd be interesting in game. (All together! BIG SHOCK EFFECT WHEN DOGI TOUCHES SHIP! WOO!)
Pkunk is by far my favorite, favorite ship to fly. With that in mind, maybe I should give it a shot. That or the Mmrn-hrrm.
And thanks for the compliment on the interface! However, from what I've heard, it's much less likely to happen than the improved sprites. Seems the frames are all drawn through code.
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Deus Siddis
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A few further changes might be making the resonators blue and not spiraled but ringed, and make them and the border thingy more opaque (being blue or purple depending on which you think looks better.)
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Censored
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Somewhere, between the sacred silence and sleep.
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Good luck to you both on the Supox and Pkunk! I've started work on the Slylandro Probe. I've come to realize that it's a very, very special vessel, in the sense that it does not have different frames for turning angles. In fact, it doesn't turn at all - it actually keeps looping the frames (alternatively changing loop direction). Due to the nature of the two small orbs spinning around the middle shaft, making it "3D"-like, it's a bit of a hassle. I've finished the main frame (looks quite good, with lightnings and 'quasi-reflections' ), but before I continue through the animation, -
I have a questions to the core team, though it might benefit everyone at work on the graphics (also, it might have already been answered, so people can enlighten me)- considering the appropriate changes to the engine will be made to be able to use the graphics - what are the plans for graphics, in general? will the ships be able to turn smoothly (code will rotate the image) or should we make individual frames for each angle? can/should we add more frames over what there are now?
I hope to post a few examples during the weekend.
Also -
A few further changes...
I've updated the Chenjesu with your recommendations. So much for liberties though it does look more.. conformative. See page 14 of this thread or click.
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« Last Edit: February 27, 2006, 02:33:10 am by Censored »
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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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Deus Siddis
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Yea, good luck with the probe, it might be a challenge to paint.
"will the ships be able to turn smoothly (code will rotate the image) or should we make individual frames for each angle?"
I think this came up recently and the answer was the 16 frame system will remain in place for the core UQM. Offshoots might use engine rotation perhaps, but as D999 said, changing this would affect the balance of gameplay, as dumbfire weapons would be greatly more effective, especially at close range.
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^Nytro^
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In this matter we see a big difference between UQM and Bioslayer's UQrM:
the 16 frame system will remain in place for the core UQM.
Bioslayer, how many rotation steps for the ships are in your engine?
As many as the number of floating point numbers you can represent by a double between 0 and 2PI. So effectively infinite. If I were to do 2D ships I would probably use bump mapping to do the shadows. Instead of pre-rotated images.
I've started work on the Slylandro Probe.
good luck with the probe. If you'd ask me what ship you Censored should try, I'd actually say probe for the resemblance to Broodhome, and the "Aura" that you drew around the D.O.G.I. this element repeats in the Probe though it's more important and primary this time. But I also think it's one of the hardest ships to do, if we're talking about doing it WELL. So as I said good luck......
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Vux_Brush
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Hi
I come from a new thread I made , and was pointed here
Yet to read the long long thread (it's a pleasure, btw, just lack of time) ...but those recently posted questions by Censored are of great interest.
Well, as I said, now in quite of a crunch time in several fronts, but would be nice to know bout those matters. I have seen those revamped ships are quite hi res...i suppose for 16 directions...While can be used vectorial layer effects and all..I may just bang a quick 3d model, do the rendered rotation animation with a light source, is faster for me when getting certain number of pixels (anything above 50x50 in a ship ) and too many angles, lights, etc. While human or creature art, the lower, the better, and better in old school painted pixel art. Anyway I am used to keep style consistent no matter if 3d(strongly 2d touched) or 2d. It all is possible to look same "family".
Anyway, Censored or someone told me the sergeant conversation and all conversations maybe hi resed...that'd mean more work, specially if plans are on doing some more elaborated animation than what is just animating now (small elements. Looks like the work was done in ye good old great Deluxe Paint...) When I proposed my possible work (in a future day with more time)I thought the plan was keeping at low res like original sc2 game. Lower res is less work, faster output so more number of graphics, and usually 100x times easier animations, as usually are few frames, and DA style, usually quite minimal animation, just expresive.Anyway, by no means I plan to revamp all race animations. I aim to play a bit just with "mir" station sergeant art, more for fun than...That's why I mentioned finally better not disturb the developers. Or if there's some specific graphic/animation needed, be posted, so for if some of us are in the mood or have the time to do a nice work
However, the art of these revamps is simply great, even more seing those old ships I liked so much in sc1 long years ago, revisited now in this way...
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Vux_Brush
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energizing thread.
Just looking at the pics and reading some comments.
it really makes me wish pick the wacom(2d) or Wings3d+Blender+xsi , and do my top with them.
But...I'm starting to see the danger. I'd easily run wild instead of keeping loyal to reference...Or maybe not. Is as much pleasure to do an strict hi res revamp as to go wild...
Argh.Wish I had not so much gig$(small $) pending :s
Anyway...what's left? (ships, other art)I have seen here the chenjesu, vux, arilou, ilwrath,mycon...some more.
Well, I'll guess myself...I am suspecting if I do something gonna do "certain" interpretation of the thing...more to decorate even more a thread than other thing...
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MasterNinja
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What I wanted in this game since I first played it: REVERSE THROTTLE!
What do you think of that? Would change melee a bit, I think, but do you think, it will destroy the balancing? Surely it will make navigating in solar systems MUCH easier.
By the way, there is no apparent reason, why the starships should not have this.
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Clay
*Many bubbles*
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What can we do for you...today?
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Arguably, there's no reason why underwater ships shouldn't have reverse throttle EITHER. Doesn't mean they do. At least, I don't think most of them are capable of substantial speed in reverse.
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