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Comment History
SaltWar
SaltWar - - 7 comments @ Early Work in Progress Sample

Haha you caught me, its on the to-do-list :)

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SaltWar
SaltWar - - 7 comments @ Cityscape WIP

Yeah I'm definitely planning to integrate some urban architecture into the level design in order to contrast with the natural, environmental work. Afterall, the players' need some visual landmarks in order to communicate where they need to be. "The village" sounds a lot better than "Valley with rocks number 3" :)

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SaltWar
SaltWar - - 7 comments @ Helicopter Model WIP

Yeah you actually hit the nail on the head as far as the design goes. It was originally based a lot more on the v-22 osprey but then I got some feedback from my old professors and decided to spice it up a bit.

The original design thought was basing the weaponry off of contemporary weapons to get some ideas going, but then changing them up into their own exaggerated design.

Some more feedback I had received was to really have some more fun with the design and reinforce the salt weapon concept, so I'll be having some more fun integrating shapes like cylindrical salt-shakers and the like to give it more of its own feel.

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SaltWar
SaltWar - - 7 comments @ Maps are going to be big...

As of now those buildings are immobile, but I do have plans for them being able to be upgraded. For example if the commander clicks on the headquarters they could choose to build a satellite dish to scan areas for enemy troop movements, once its built a satellite dish would proceed to emerge/animate out from the headquarters.

There are also plans for some structures being able to be built by the commander, such as anti-aircraft platforms and other structures that could help reinforce certain areas. Ideally I'd like to have gameplay feature them as more of a supportative role to players, in the way that the anti-aircraft platform would prevent the enemy commander from calling in an airstrike of salt spray (slug's version of napalm), but could easily be disabled if not protected by actual players.

There's also the mobile command station, which sort of falls into a vehicle/structure hybrid used for rapid reinforcements closer to the front lines. I didn't realize Planetside 2 had something similar when I came up with it, although now that I've played it I'm happy to say its a nice mechanic. The main difference between them being its actually a commander-controlled vehicle as to give the commander another way to take more direct action in combat rather than being limited to structure building and tech tree management.

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SaltWar
SaltWar - - 7 comments @ Maps are going to be big...

Thanks for the comments. For this project I'm definitely going for a more cartoonish feel with saturated colors, although I'm going to go back over the textures and models so they really pop out with some more detail work with additional geometry and usage of things like normal maps and exaggerated specular maps.

As far as game design goes so far (things likely being to change/improve once I hit playtesting) each player base starts with its main buildings (vehicle factories, headquarters (where you can enter to "interface" with the commander mode/also the endgame objective being the commander equipment inside needs to be destroyed, and the barracks which doubles as the player respawning point.)

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SaltWar
SaltWar - - 7 comments @ Slug Soldier Player Model

Thanks! I'll try and upload some images of the updated version sometime soon.

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SaltWar
SaltWar - - 7 comments @ Early Work in Progress Sample

Thanks for the compliment! I've been working on a lot of different sections trying to get the groundwork established, so it'll be awhile before I'm completely happy with the visuals.

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