You could make it a feature that FTL engines have a set chance to fail the less developed they are, which get lessened with newer versions. FTL fails migh include effects like:
- Dissapearing and appearing at some randon point near the set destiny
- Ships reappears dead or hostile (event horizont movie like)
- Being lost forever
- Reappearing as a monster (ship merged with flesh)
The chance would be lower on more developed engines, but the fails more catastrophics (most of the time ship turns hostile or monster, the lower the chance the stronger they get).
It would be a good way to make the player wonder if sending ships too early to far systems.
I think i went a bit overboard in the decorative paintings but imo it doesnt look that bad, im also adding a naked lady in there, its so low pixel its hard to tell what it is ;)
Thanks a lot for the model and guidance Surt, im open to any critic you might have of it.
As far as i remember 1 blender units equal 1 meters in real life, you can also change the scaling way of measuring to be fully in decimal system.
Go to property window-> Scene tab (a ciliner and circle near a sun)-> press "Metric"
Normally you can change any scale without much problem; except if the model is a rigged and animated, if you change scales at that point it will mess everything. You have to use some tool for that like the ones from Ogre3D (Ogremesh tools i think are called), alternatively some programs like Unity dont care about scaling at all and wont give a problem.
What Joth said is also true, its better to have quads instead of tris, and clean topology, and many details can fe faked by normal maps and oclusion maps...
Hi Reemax, i gave it a good ride; let me start with the good:
-Nice retro feeling
-Lots of researchs and things to build
-Pretty functional for an alpha
-Ship building options
The bad:
-UI is pretty hard to use and important elements like the events only fill a small box; you should have a look at the classsic one, the most important element to change i would say is a big "END TURN" at right corner.
- Researches on ship pieces dont erase their previous versions (Mk2 <-MK3) so when trying to desing a new ship i get totally lost among all the different techs,especially since they are not bundled near each other (mk 3 was way lower than a mk2 and mixed with other elements)
-Doble click should open planet
-Clicking to give the ship a destiny instead of moving by hand
-Clicking battle teleports you to the enemy for a figth.
-The biggest ship has a smaller sprite than the lower size tier
-Slider bars for research, or 25% increment buttons, there is too much clicking to focus 100% on one topic rigth now.
-Cant colinize new worlds
Overall, i think you have developed quite well all the present components and only need to polish cosmetic elements once the time is ready and the core components are in their place.
Keep the good work! ill be here to test any new build :D
Hi Surt, i decided to give life to one of your older pieces, but im kinda noob in pixel texturing, could you give me a few pointers to it? Specially needed on the green turret part. Im kinda torn between going for a "dirty pixel look" or a cleaner one.
By the way ill upload it to OGA when its finished. ;)
Since you only missed the "Profit $$$" step i had taken you for a troll, sorry for that, but you had to admit you skipped way too many step in what you posted first.
Thanks for contributing to the community in the rigth way.
Nice progress :)
You could make it a feature that FTL engines have a set chance to fail the less developed they are, which get lessened with newer versions. FTL fails migh include effects like:
- Dissapearing and appearing at some randon point near the set destiny
- Ships reappears dead or hostile (event horizont movie like)
- Being lost forever
- Reappearing as a monster (ship merged with flesh)
The chance would be lower on more developed engines, but the fails more catastrophics (most of the time ship turns hostile or monster, the lower the chance the stronger they get).
It would be a good way to make the player wonder if sending ships too early to far systems.
Annnnd, its done :)
I think i went a bit overboard in the decorative paintings but imo it doesnt look that bad, im also adding a naked lady in there, its so low pixel its hard to tell what it is ;)
Thanks a lot for the model and guidance Surt, im open to any critic you might have of it.
http://opengameart.org/content/roller-tank
As far as i remember 1 blender units equal 1 meters in real life, you can also change the scaling way of measuring to be fully in decimal system.
Go to property window-> Scene tab (a ciliner and circle near a sun)-> press "Metric"
Normally you can change any scale without much problem; except if the model is a rigged and animated, if you change scales at that point it will mess everything. You have to use some tool for that like the ones from Ogre3D (Ogremesh tools i think are called), alternatively some programs like Unity dont care about scaling at all and wont give a problem.
What Joth said is also true, its better to have quads instead of tris, and clean topology, and many details can fe faked by normal maps and oclusion maps...
Great! ill make a clean version and then try a dirty one, since i think it will be harder to acomplish with such low resolution.
By the way, the 3D model will be CC-BY, but i want this one you modified to be CC0 to follow this thread mood.
So to be clear the previous image is licensed as CC0
I took for granted the colony ship had people inside, ill try it again to see if it works
Hi Reemax, i gave it a good ride; let me start with the good:
-Nice retro feeling
-Lots of researchs and things to build
-Pretty functional for an alpha
-Ship building options
The bad:
-UI is pretty hard to use and important elements like the events only fill a small box; you should have a look at the classsic one, the most important element to change i would say is a big "END TURN" at right corner.
- Researches on ship pieces dont erase their previous versions (Mk2 <-MK3) so when trying to desing a new ship i get totally lost among all the different techs,especially since they are not bundled near each other (mk 3 was way lower than a mk2 and mixed with other elements)
-Doble click should open planet
-Clicking to give the ship a destiny instead of moving by hand
-Clicking battle teleports you to the enemy for a figth.
-The biggest ship has a smaller sprite than the lower size tier
-Slider bars for research, or 25% increment buttons, there is too much clicking to focus 100% on one topic rigth now.
-Cant colinize new worlds
Overall, i think you have developed quite well all the present components and only need to polish cosmetic elements once the time is ready and the core components are in their place.
Keep the good work! ill be here to test any new build :D
Hi Surt, i decided to give life to one of your older pieces, but im kinda noob in pixel texturing, could you give me a few pointers to it? Specially needed on the green turret part. Im kinda torn between going for a "dirty pixel look" or a cleaner one.
By the way ill upload it to OGA when its finished. ;)
Can i convince you to release an .exe? i would like to try this :)
Actually this one thread has awesome ones, also licensed CC0:
http://opengameart.org/forumtopic/cc0-scraps
Sample; you have to be patient and browse the whole thing to find a hoard of great art
Since you only missed the "Profit $$$" step i had taken you for a troll, sorry for that, but you had to admit you skipped way too many step in what you posted first.
Thanks for contributing to the community in the rigth way.
Pages