Looks awesome - part from the funny fish-scale-like things coming out of the front of the wings...?
Looks awesome - part from the funny fish-scale-like things coming out of the front of the wings...?
Shouldn't the visual reaction of the shields to fire be instantaneous?
Describing things with images (even if they're still) is gonna have more impact than the text and as it stands, the visual information in your video just says there's a ship in space and it has laz0rs.... (exaggeration)
You need to work hard to wet appetites and help people to appreciate the co-op concept that your developing - the selling point is going to be the 4 player coop and thus everything in your trailer needs to be driving that home. As a punter, gameplay is king, everything else just works to sweeten the deal.
Get more of the UI concept stuff in there!
Love the back... not as keen on the front, something about the shape of it just doesn't seem right. Can't put my finger on it...
Looking forward to being able to give you money ;)
Was hoping you'd do this, it's about bloody time somebody did it properly!
Pressure your business boffin to give us a sensible channel for giving you (all) money please.
Love the shader on the asteroids. Good job that man.
Awwwwwwesome! Developers who churn out goodies - love it.
I like the bloom. Seems like a suitable level of graphical drama to represent the MASSIVE amounts of energy that must be at play.
Effect looks awesome, good job.
I want this. Love the thermal cam and the ambience it lends! Cracking idea. Looking forward to seeing how this develops.
Hopefully not but scary things happen when devs start getting pushed around.
Building stuff is a slow and arduous task on PC - I dread to think what it would be like on XBox. Eeep. Good luck KSH.
Looks great!
Hate to be a pain - really don't think the music fits at all, unless your aiming for a chill-out relaxation light-show of a game? I thought it was a tactical warfare RTS?
I certainly don't feel like an epic fleet commander listening to it.
It's great music, I love the vibe, but it's definitely not what I'd expect to here when watching that video!
... Just make flying Alex over and 6 months rent a stretch goal...
I prefer them too, makes physproxies(/whatever) simples. Yea, guess vertical cuboids certainly deserve a place in the the concept stage at least, right?
...One of my personal favourites - the B-Wing - think that's a little sexy.
I think pavlos meant in general. They're great concepts (I personally LOVE #2) but if you perform some reduction on the designs above, they are all essentially horizontal cuboids facing +y, with engines at the back.
I guess boldness as mentioned above is trying to think outside that box (pun fully intended).
Why not dedicate a dynamic UI element to present viable firing solutions - a list of hostile targets that are in sensor range where those that have valid firing solutions are highlighted and have small icons indicating the weapon type(direction etc.) that has the solution?
There would still be plenty of camera spinning to work out the 'next move' but at least then you wouldn't have to faff with eye-balling angles before hitting the fire button...
"Who said life as a fleet commander was easy" - IMO, if you end up with a tactical combat system that is seemingly too complex, that's not a problem. The player wants to feel overwhelmed sometimes and the pressure to make split-second decisions on what to fire at what and when in messy situations is an important part of making gaming fun. I'd like to damage control at least in there just to add to the feeling of ' oh ****, everything is falling apart, what do I do?!'
...and everyone knows the AI always fights dirty.
#3 is my least favourite though it could easily be redeemed if the side panels opened up to reveal a devastating broadside array as others have suggested. Would need some funky animations to bring it to life I think.
IMO, #1-2 are the current 'in' concepts, of which I'm a fan. They look like military vessels that cost big bucks. #4-5 don't(!), more merchant navy in my head.
Good luck finding an elegant solution to angles and not rotating on the spot - could be tricky! Things rotating on the spot to face bugs me too, one of the parts of Nexus that I liked.
UI's fab, just, for me the amount of angle adjustment as the cursor moves is a little OTT. Have you considered linking the movement of the UI to the movement of the camera instead? I-War EOC springs to mind.
Do you feel like you ARE one of the parameters yet? Wait for it...
Please let us give you money!!
Don't think photo-realism is too much of an issue. It's aesthetically separate from the foreground action and you'll only be looking at it in your periphery.
Will the colour of the bar stay the same at every level of health?
Was thinking it is practically impossible to see in real-time, what's the point but you're playing it - do you find it useful as you hop in and out of real-time?
Meh, just make the beam bigger, that'll fix it right...
Oh and, can we buy the soundtrack yet?
Excuse my confusion - 3 days and you've already been Greenlit?! Seriously, didn't even get a chance to vote!!
Testament to your doing things right Mr. Developer. Well done.
Could make the counter to that, i.e., destroying the asteroid to remove the cover a fun added tactic.
Loving the projectiles. Have you considered projectiles that travel a fair amount faster? Looked good in Nexus and feels very satisfying in general. Think it helps capital ships feel like the big, lumbering, main-battle-tank-like vessels of wrath we all feel they should be.
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