Hey guys, I'm just leaving some screen shots to pimp out my project and give everyone an idea how I am pulling off some tricky stuff.
Preface: This project is a totally not-for-profit free-as-in-speech fan fiction non-copyright artistic demonstration. (That should keep most lawyers off my back. :p )
I am looking for talented texture contributors and modelers if anyone is interested. There is no website created yet.
User interaction: Gameplay is mostly single-object-oriented, while the project is easy enough to import extra objects into while editing only a single script to put them in the game. All combat sequences are being handled purely mathematically: Subsystem targeting is the only part effected by random chance. Space flight is very similar to most space flight simulators, but with a very high amount of body slip. No hair pin turns, but you can make emergency maneuvers if needed and even redirect power to the engines when you really need to get out of the way.
GUI: I am trying to keep the screen as clutter-free as possible to maximize the eye-candy. When the player jumps to FTL, the camera FOV goes wide, bloom goes crazy, and shakey starts for the "WHOOOAAA" effect. All electronic sensing and computer warfare will be handled via minimal sprite activity (As you can see in the Target Practice screenshot below).
Details: The models are still alpha testing units. For ships I am torn between a modular, build-your-own ship style (Pictured below), or a "Choose your weapon" style a'la Star Trek: Legacy. The Nebula is entirely particle-based: When you warp into a sector with a nebula, the particles are released and remain stationary (Lifetime = 1e+007 )
Game Theory: The mission generation and level creation will be one and the same, each system will have a number of possible objectives depending on the type of mission currently active. Level creation will happen out-of-game via textual config file. Mostly it will be science and exploration, combat will even be punished at times. I am planning on allowing many, many different types of spacial anomalies with strange effects. I am hoping to once again capture the science-fantasy feel that so much recent fiction has lost. Expect many "Just what the hell is going on and what can I do now!?" moments.
Feel free to post with questions/comments/concerns.
Preface: This project is a totally not-for-profit free-as-in-speech fan fiction non-copyright artistic demonstration. (That should keep most lawyers off my back. :p )
I am looking for talented texture contributors and modelers if anyone is interested. There is no website created yet.
User interaction: Gameplay is mostly single-object-oriented, while the project is easy enough to import extra objects into while editing only a single script to put them in the game. All combat sequences are being handled purely mathematically: Subsystem targeting is the only part effected by random chance. Space flight is very similar to most space flight simulators, but with a very high amount of body slip. No hair pin turns, but you can make emergency maneuvers if needed and even redirect power to the engines when you really need to get out of the way.
GUI: I am trying to keep the screen as clutter-free as possible to maximize the eye-candy. When the player jumps to FTL, the camera FOV goes wide, bloom goes crazy, and shakey starts for the "WHOOOAAA" effect. All electronic sensing and computer warfare will be handled via minimal sprite activity (As you can see in the Target Practice screenshot below).
Details: The models are still alpha testing units. For ships I am torn between a modular, build-your-own ship style (Pictured below), or a "Choose your weapon" style a'la Star Trek: Legacy. The Nebula is entirely particle-based: When you warp into a sector with a nebula, the particles are released and remain stationary (Lifetime = 1e+007 )
Game Theory: The mission generation and level creation will be one and the same, each system will have a number of possible objectives depending on the type of mission currently active. Level creation will happen out-of-game via textual config file. Mostly it will be science and exploration, combat will even be punished at times. I am planning on allowing many, many different types of spacial anomalies with strange effects. I am hoping to once again capture the science-fantasy feel that so much recent fiction has lost. Expect many "Just what the hell is going on and what can I do now!?" moments.
Feel free to post with questions/comments/concerns.