StarFire was created with the intention to provide a tool to explore the depths of the universe and its secrets in a playful, educational, and thought-provoking manner. In order to do so, the player must design his spacecraft in such way it fits his individual needs and play style, and most importantly, withstands the dangers that linger in the dark. As such, StarFire implements models based on science, and may also cross the border between reality and the paranormal.

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Weapon Concepts
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CMDKeen
CMDKeen - - 647 comments

Oh my, I love that style! Utilitarian yet has its style, exactly how most real weapons tend to turn out.

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neutronio Author
neutronio - - 199 comments

most modern weapons are modular indeed :) Still a bit indecisive how I should realize it however.

I could let the user freely choose where the parts should be placed - but that will probably make problems trying to animate them, or make the user place parts on unreasonable locations (such as a magazine right in front of the barrel lol)

I can make it semi-free by creating mount points, points where the user can attach the parts to. This probably will be a bit more effort creating/importing the models, as I also have to define these mount points.

Then there's the static way to do it. You just choose one barrel, one operating system, and be done with it. Would be kind of a shame seeing how you could make a twin barreled minigun using the other techniques...

aargh decisions!

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CMDKeen
CMDKeen - - 647 comments

Mount points seem like the ideal solution gameplay wise. Coming from my experience with games that used it, it's easy to grasp and use, still presents a lot of variation (especially if a lot of different components are needed for a weapon to work), limiting their amount can be used to balance the components and add challenge to weapon designs. It even makes sense - modular weapon parts would probably come with a few factory-made attachment points on them.

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neutronio Author
neutronio - - 199 comments

Yes I actually like this idea most as well. The only thing I have some worries with is how to implement that technical-wise.

I could use small "indicator meshes" as mountpoints, then dump these while loading the models, but saving their coordinates within the model itself... HMM! That sounds a bit like a easy to implement solution here...

Looks like I have some concept to work out again hah!

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You'll be able to assemble these once I'm done with the necessary changes to the editor :P