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Are you thinking what I am thinking?
Thanks, I'll make a huge one just for you.
We use hyperspace jump, its pretty much instantaneous in game.
The current plan is to lunch beta with 10v10 ship match up. See how that works with balancing. And quickly start adding ships one by one, watching the balance, till we reach about 40 ships total, 20 per each side. At that point adding ships will become slower, but hopefully will never really stop.
I am not sure. The shadow falls on the "navigational grid" and that gives you some depth cues about the map. For example in that screen shot you see that the big rock is really big, if the shadows were not there it could have been a pebble next to the camera for all we would know.
I am also working on perspective shadow maps to make shadows look better on such different scales.
Sadly colonization is out of scope. Maybe in a different game or some far far away expansion.
I am building a war game! Explosions! Ships moving! Not a "Excel based"-"Sim City" colony game...
Yes those are some games that use more UI then less.
I think the big value in IndieDB is that it brings out Indie developers to the front page better. On ModDB its hard to find who is Indie, who is mod and who is actual game profiles page created by fans. This site really brings it all into the open.
Loosing your Lead Artist sux man! i don't want to be in your place right now.
This is a "render" of the in game model. Not how it looks in game but how they rendered it in Max or some thing.
Its a glow!
I think the turrets will be on the ships floating above this station.
Yeah i am amazed as well by quality of our Art team. Past and present.
This is an image of Spring not 2aw. Demonstration fire AoF on weapons and deaths. See the blobbing blog
Its an open source engine.
"walkways are shielded, as is the observation room behind the glass-alike material."
They have shields no need for railings.
Yes they could. But i don't think it is really necessary. Many games crap out due to use of overdraw - when you get lots of transparent things in one place. One can reduce overdraw on smoky-things by rendering them all into a low resolution buffer and then scaling them up in the real view, if the smoke is smooth enough no one notices any ways.
In theory its just a space. But to make the map more interesting there would be probably some thing there.
You might find some thing to use here: Strangelet.deviantart.com
Yeah some thing like that...
Thanks for following!
+1 For Oblivion.
This is a possible Planet Storm level concept. We might just use that idea if we make the level.
You can help by spreading the word!
Yes it is. Thats how most RTSes are structured.
Its running on panda3d.org engine and a bunch of game specific code written on top of it.
Sense two weeks not much...
Some bug fixes and some shader improvements.
Well when i stared there was no SoSE.
I would love to get ground levels in. But thats is beyond the scope of the game for now. Maybe for version 2.
Its one of very few AISN fighters. When the ship was built it was meant more like a hot rod - not part of military - but it was so cool we had to include it.
Round and round we go.
Yeah having interesting levels is a hard thing to do mainly because there will be so many levels they would have to be some what auto generated. And auto generating interesting levels is kind of hard.
USN is big - but its kind of slow.
Its one of our in game systems.
2aw has very different gameplay from Sins.
MMOish features of 2aw include:
* huge galaxy (it would take you long time to visit most places)
* persistent universe (wheat you do matters in the long run)
I will do a post on how i texture the rocks in the future.
No sorry this game will not be free. It might have a way to play for free but with pro paid accounts. The main reasons is that MMO's require servers - and normally server people want to get paid. This is our hobby but we would love to do it full time - making interesting game in genres that no Big Game Company wants to go into and the only way we can do this is if our hobbies pay for rent and food.
Currently it does not. But as you say boarding is an important part and will be added.
The info panel is drag-able you can put it any place you like.
Yes it would, this is just a wip.
Thats is our main inspiration!
Love for HW is very common among the team.
Its all 3d, and you zoom in and out sort of like google maps instead of "switch views."
And some stars rotate around other stars. Take the closest star system to us. It has 2 binary stars and a 3rd far away star that orbits them.
I don't think this station is in Planet Storm. They have other stations. But you probably see more and more cross pollination of art.
No fighters are units. We had alot of go around to how the fighters should play out. They are real units now.
There is 24 coffee stations optimally distributed throughout the ship.
Anuker? Did some one say Anuker?
I actually felt very therapeutic drawing them.
Yes this ship will and on carriers.
We have though at about this but its out of scope for version 1. Probably a easy place to expand once the game goes live via patches.
Its probably the most complete
Sorry, this is the only concept i have at the moment.
Our texture artists deserves more then that!
I like the new one better.
It could even work better going the other have and have them thing be fins.
Its not magic. What really great is there is a great community that explain and fix tons of bugs. Two main dudes "drwr" and "rdb" are just rock stars!
Really it looks far larger than that with all the fins. In Aff universe that would be like a cursor, but it sort of does have that organic quality to it.
Thats only if you fire one missile per tube :)
Actually the game with unreal engine is Planet Storm. Mine is a sister project on its own engine.
Check it out in (view original)
Yes its 3d. Not not like Homeworld which felt 2.5D - but a real 3d map not restrictions.