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
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".
Posted by Ilves on Apr 14th, 2013
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!
From dreams to polygons:
How the idea evolves from initial concept to a model in the 3d editor window:
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!