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DarkSpace AirShip Mod - Updated 14 June |
Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-06-06 22:48  
I have a suggestion for your game too Draf.
I assume that you could add clouds to the game. Clouds ranging from translucent nebula like types, to solid clouds which can be used for cover and fog of war?
Clouds that can also obscure ground obstacles like mountains.... Causing player ships to collide with what they can't see . I know u said no terrain collisions, but I'd advocate adding some in. No fun if there's no risk of collisions, right?
These clouds would also move. Add in some wind factor too
Just some ideas to offer.
This could add a tactical factor to the game. We don't have cloak do we?
Suggestion list:
- Add clouds to the game. Moving clouds.
Clouds offer visual cover for airships/flyers. Also act as a hindrance to see high terrain.
- Add wind to the game, wind affect cloud movements
- Day/night cycle?
[ This Message was edited by: Kenny_Naboo[+R] on 2011-06-06 23:37 ]
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superprawn Fleet Admiral
Joined: April 20, 2010 Posts: 3
| Posted: 2011-06-07 01:02  
I'd be happy to help with the models, once I get 3ds max installed again
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Balancept Grand Admiral
Joined: September 09, 2010 Posts: 31 From: Somewhere
| Posted: 2011-06-07 01:07  
This is something that looks real interesting, and i would love to help test it when it's ready.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-06-07 05:00  
Whipping something up from SpaceAdmiral's example 3.
Gonna be a rough model using ICC textures. LOL....
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3|Umf{StierKanz Fleet Admiral
Joined: April 19, 2006 Posts: 22 From: On la isla
| Posted: 2011-06-07 08:33  
I think this would be quite an interesting game, if it actually started to come together. Getting people interested would def. be key, as we'd need a support group. I wouldn't mind helping code some things for you, as well as help manage it. That is if your looking for that kind of assistance. I could possibly help a little with the story, and maybe with the graphics. I mean, I have blender... might as well just say I can model (lol)
I certainly would enjoy seeing this mod come to fruition, and actually get to play it.
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Sops Marshal Galactic Navy
Joined: March 07, 2004 Posts: 490
| Posted: 2011-06-07 09:53  
If slow flying airplanes would fit with the game mechanic there were some interesting designs out of '30 & '40 Soviet Union
A carrier based on the TB3
http://farm5.static.flickr.com/4005/4681569961_f7e52ee98d_z.jpg
K7 Flying Fortress
http://englishrussia.com/images/flying_fortress/14.jpg
http://englishrussia.com/images/flying_fortress/5.jpg
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SnipeDragon Marshal Palestar
Joined: January 03, 2005 Posts: 38 From: Texas, USA
| Posted: 2011-06-07 10:57  
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On 2011-06-06 22:48, Kenny_Naboo[+R] wrote:
I have a suggestion for your game too Draf.
I assume that you could add clouds to the game. Clouds ranging from translucent nebula like types, to solid clouds which can be used for cover and fog of war?
Clouds that can also obscure ground obstacles like mountains.... Causing player ships to collide with what they can't see . I know u said no terrain collisions, but I'd advocate adding some in. No fun if there's no risk of collisions, right?
These clouds would also move. Add in some wind factor too
Just some ideas to offer.
This could add a tactical factor to the game. We don't have cloak do we?
Suggestion list:
- Add clouds to the game. Moving clouds.
Clouds offer visual cover for airships/flyers. Also act as a hindrance to see high terrain.
- Add wind to the game, wind affect cloud movements
- Day/night cycle?
[ This Message was edited by: Kenny_Naboo[+R] on 2011-06-06 23:37 ]
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In addition, there could be an airship, or airships (maybe a faction advantage?) that has a 'Cloud Generator' item, these would either mask the ship itself, or they would mask an area behind the ship.
Anyways, I like this idea, I would be happy to help with sound engineering with this, maybe even some custom composing in the steampunk style. I would also like to help with any testing that you may have later on.
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-Shadowalker-™ Admiral Galactic Navy
Joined: September 23, 2007 Posts: 709 From: Shadows
| Posted: 2011-06-07 12:17  
So yeah um... i tried making your island/mountains in terragen ... and um..... it came up to just at 40k polys...
/brainstorm start
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-06-07 23:53  
1000 polys for a ship is barely possible. Can be done, but the details will be pretty minimal.
But how about turrets? If you're gonna add rotating turrets, that's gonna be additional polys required.
_________________ ... in space, no one can hear you scream.....
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superprawn Fleet Admiral
Joined: April 20, 2010 Posts: 3
| Posted: 2011-06-08 06:05  
Making a detailed airship model with a limit of 1000 polys?
CHALLENGE ACCEPTED
[ This Message was edited by: superprawn on 2011-06-08 06:31 ]
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Comet Fleet Admiral Pitch Black
Joined: May 30, 2009 Posts: 29 From: Aboard I.W.S. Sitina
| Posted: 2011-06-08 06:53  
I'd love to help with models. But I've only used True Space before, because its free :3, and I cant afford to buy 3ds Max
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Fatal Perihelion Chief Marshal Fatal Squadron
Joined: April 15, 2010 Posts: 308
| Posted: 2011-06-08 08:14  
Steam punk blimp sound good!
Kirov.. i remember:
http://img528.imageshack.us/img528/4831/kirov01gn6.jpg
http://pnmedia.gamespy.com/screenshots/pcnc/50380850.jpg
Hindenburg:
http://www.welt.de/multimedia/archive/00235/fsl_zeppelin_1_DW_P_235695a.jpg
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2011-06-08 09:58  
This would require more than a weekend of work to get a playable scenario. Hell, would require more than a month. Not to mention the only available programmers barely have enough time to work on DarkSpace as it is...
I hate to burst bubbles, but I figure someone aught to be a little realistic. [ This Message was edited by: BackSlash on 2011-06-08 09:59 ]
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-06-08 12:56  
Something I did up in about 4 hours. A rough battleship design. No textures yet. Just for kicks
It's sort of a flying submarine/battleship hybrid. Inspired by those Star Blazers/Space Battleship Yamato designs along with those Iron Grip type airships.
Ship is supposed to have a huge turbine intake in the nose that directs the thrust to 10 vertical thrusters. Has 2 outboard engines at the rear for forward motion.
The ship was in one big extruded piece (along with proboolean'ed segments), and I made the 3 main turrets and 10 sub turrets (in green) as separate pieces, intending to make them rotate using IK. Haven't done them yet. Anyway, I dunno if the game intends to do rotating turrets anyway
Unfortunately, it's over the 1000 poly limits (includes the turrets, without them it should fall to 900+).
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Mr Black Grand Admiral Palestar
Joined: September 20, 2003 Posts: 486 From: Gaifenland
| Posted: 2011-06-08 13:31  
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Good work, although would prefer most of the 'weight' underneath the ship for ballast. Maybe a single turret on the top center.
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