The Second Antarean War is a multiplayer team-based real time strategic battle simulator. It simulates battle between spaceships in fully accessible 3d space. As an admiral, you can call in different types of ships for different situations. The game aims to be played against other people, not the game itself. The 3d navigation, order queues, smart orders and no limits on build queues aim to hide the visible user interface completely and allow you to focus on the battle at hand. You can join any battle in progress at any time. Some battles start small and grow in player size and in their importance to universal scale. The universe is persistent. Each battle has an impact on how well your faction does. Winning battles progresses the war and earns you medals, rank and respect from people you play with and strikes fear into players you fight against. Good hunting.

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Add media Report RSS Thinking about zone design (view original)
Thinking about zone design
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galaxy366
galaxy366 - - 655 comments

i see shadows, will those be removed?

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treeform Author
treeform - - 172 comments

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.

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Hell_Diguner
Hell_Diguner - - 3,645 comments

What about having the shadow on the nav grid be speckled?

In other words, the surface that the shadow is being projected on should not be solid, but instead the shadow should only be projected on the individual lines of the grid. It'll make the grid look less like a physical flat surface.

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Headlines
Headlines - - 41 comments

i second that, good idea

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lol1234
lol1234 - - 1,765 comments

spelled design wrong :D

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treeform Author
treeform - - 172 comments

Lols...

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Description

I been thinking about what to put in those zones. Zones is where the battle happens - the "map." Right now i just auto generate them. More work on auto-generation algorithm and final manual tweaking is required.