Originally applied to any group of infantry primarily armed with projectile weapons, artillery has over time become limited in meaning to refer only to those engines of war that operate by projection of munitions far beyond the range of effect of personal weapons. These engines comprise specialised devices which use some form of stored energy to operate, whether mechanical, chemical, or electromagnetic. Originally designed to breach fortifications, they have evolved from nearly static installations intended to reduce a single obstacle to highly mobile weapons of great flexibility in which now reposes the greater portion of a modern army's offensive capabilities.

Post news Report RSS Concept arts update #1: Dreams come true or a lecture for future game devs

First a little lecture. Hundreds of science-fiction and pseudo-science-fiction games are released every year, but most of the times we hardly remember what were they about after a couple of nights. Why? Often developers make a mistake believing that creating sci-fi - is just creating a tank with a second barrel or a buggy with big wheels. This belief that art is easy often results in a phenomena known to Russians as "Unyloie Gavno".

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First a little lecture.
Hundreds of science-fiction and pseudo-science-fiction games are released every year, but most of the times we hardly remember what were they about after a couple of nights. Why? Often developers make a mistake believing that creating sci-fi - is just creating a tank with a second barrel or a buggy with big wheels. This belief that fiction art is easy often results in a phenomena known to Russians as "Unyloie Gavno" (Sad Manure, if you want to ask what is it). The UG phenomena in art is something which first seems to be done right, correctly, without any obvious flaws (note - it can be done even with great quality) but still "doesn't call to our hearts" - is boring and uninspiring in other words. The games haunted by UG problem may look good, have shiny graphics, cinematics, long campaigns, nevertheless we literally forget about them the next morning (unless they have extraordinary gameplay).

As the world of Rogue Republic is not all about realism, but a kind of biased realism multiplied on our world's past history and with some tints of our world's future, we classify this project as 30% sci-fi (as opposed to C&C Generals which are 50% sci-fi or Starcraft which is sci-fi by all 100%). What does teach us the success of Command & Conquer and Blizzard game series? That the best remedy against UG - is the presence of skilled artists in your team. With artists - yes, you can, without them - fighting the UG phenomena alone is a David vs. Goliath fight.
All in all we decided to open the fictional part (enough with the unfictional) of our project by publishing what our members, artists and volunteers have drawn lately. Have fun!

Intermarium vehicles concept Naval helicopter Intermarium heavy gunship
Old building concepts

From dreams to polygons:
How the idea evolves from initial concept to a model in the 3d editor window:

Heavy Gunship WIPAerodina WIP

Rogue Republic team wishes you a happy day and encounter as few UG-things in life as possible! :P

PS: if you're familiar with holding the pencil or Photoshop - specifically your talents can be crucial in improvement of this game even more! :P Contact us today!

Comments
BlackHand27
BlackHand27

Dreams came true. Ideal C&C dreams...

Reply Good karma Bad karma+17 votes
BioDestroyer
BioDestroyer

Indeed.

Reply Good karma Bad karma+2 votes
eiri
eiri

"Unyloie Gavno" Yeah, I know a bit of russian and I suppose what that means :) My feels about world creation in modern games are totally the same.

Reply Good karma Bad karma+9 votes
yavuztezcan
yavuztezcan

Waiting for the release!!

Reply Good karma Bad karma+4 votes
Ominous-Spud
Ominous-Spud

Very good, most people overlook the importance of a skilled artist/concept creator.

Reply Good karma Bad karma+4 votes
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