Galactic Empire Mod preview (56k BEWARE) - Page 7

Galactic Empire Mod preview (56k BEWARE)

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

All doubt about whether this mod is good or not as been compleatly abolished from my mind.

FREAKEN AWSOME!!!
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

If they fire big uber death lazers like that, they still need to be bigger. Otherwise its pretty damn cool
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Rapid firing bolts, giving the feel that big space battles have in the movie, with ltos and lots of energy bolts flying around and swarms of fighters.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Nice movie. Are those the models that will be ingame, or just special high-polly versions for making cool videos? And start complaning to the devs to implement two suns, so you can actually make a map like that.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Those are ingame models and textures, but rendered in max so I can have precise camera movement and sharper shadows basically. In reality, the models will actually look *better* ingame, because I haven't set these renders up with specular maps the way I have for the ones that go ingame. :-)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Some new eyecandy here:

http://taspring.clan-sy.com/phpbb/viewt ... 7847#47847

I was planning on a febuary release of some kind, but I might decide to push this off for a bit and concentrate on a completed tech tree.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

In case you haven't been browsing the art forum, I've just recently started working on G/E/M again since AA 1.42 is such a success. The latest screenshots start here:

http://taspring.clan-sy.com/phpbb/viewt ... 2846#52846

Enjoy! :-)
User avatar
Mars Keeper
Posts: 240
Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

Looking forward to this :-)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

A TON of information about what I'm planning for G/E/M has just been added to the wiki here: http://taspring.clan-sy.com/wiki/GEM

Sorry about the formatting, I'll clean it up eventually when it gets closer to being done. In the meantime, if anyone would like to divide it up into sections and whatever, that'd be appreciated.

Please post feedback on what you read. Now I'll get back to work on the mod...
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I'm fairly certian i gave you that idea for tradestations...

or did i?

Whatever its still cool!
User avatar
Flint
Posts: 128
Joined: 17 Jan 2006, 08:57

Post by Flint »

I have to admit, these screenshots are very impressive and I look forward to playing your mod. Keep up the great work.
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Bump. Update please Caydr :D
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Since AA 1.46 appears to be working well for the time being, I've used this break to begin actively working on GEM again. Yesterday alone I made tremendous progress. All statistics, save for build costs and times (as these will rely on the new GUI) are finished. All weapons are finished, and new ship was modeled.

I'm going to try to have an ingame video or at least some new screenshots soon.
User avatar
Mars Keeper
Posts: 240
Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

Caydr wrote:Since AA 1.46 appears to be working well for the time being, I've used this break to begin actively working on GEM again. Yesterday alone I made tremendous progress. All statistics, save for build costs and times (as these will rely on the new GUI) are finished. All weapons are finished, and new ship was modeled.

I'm going to try to have an ingame video or at least some new screenshots soon.
Thats awesome! I can´t wait to see have things are looking at the moment :-)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

In light of how well GEM is performing on my computer, I've decided that I might be shifting the focus away from ship-to-ship combat and move things into a larger scale, somewhat more similar to TA. So, instead of battles consisting of a dozen units, maybe they might consist of a dozen dozen.

For this reason, I'm going to be forced to change scale around a bit, making capital ships I've shown you considerably smaller.

HOWEVER, that doesn't mean that I'm aiming for shorter battles, ie more but weaker units. A top tier ship such as a level 3 destroyer will still require at least 30-45 seconds to destroy a bottom tier ship like a level 1 destroyer.
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Caydr,

With all due respect, the idea of having only small-scale battles has been the big draw and most awaited feature of GEM, at least for me. We have a gajillion mods that are large-scale, and while large-scale battles are very fun, small-scale ones are as well.

I've really been looking forward to GEM and the combination of epic scale and smaller-scale battles. I'm afraid that if the mod were to shift away from the small-scale warfare, it would become "yet another spam mod", which would be very unfortunate because a lot of us have been psyched over GEM, and I'd hate to see all of those beautiful models and all of your hard work become yet another mod that's played one or two times a day.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

No, I agree completely. This isn't going to be a spam war. I merely meant that instead of seeing 2 or 3 ships involved in each battle you might see 12 or so (both sides combined), plus 30 fighters per side or so.
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Caydr wrote:No, I agree completely. This isn't going to be a spam war. I merely meant that instead of seeing 2 or 3 ships involved in each battle you might see 12 or so (both sides combined), plus 30 fighters per side or so.
Oh, okay.

Your "dozen dozen" comment got me thinking of 144 capital ships facing off against 144 capital ships, with all their various accompaniments of fighter and bombers and whatever auxilliary craft would be necessary.

6 capital ships + 30 fighters per side actually sounds better to me than 1 or 2 capital ships per side. Awesome! as long as it doesn't lag horribly
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

What kind of lag?

What do you guys think of this idea: since fighters are very small, it will be difficult to tell their team colour from any reasonable zoom level (probably). I could increase the number of team colour spots, but this would probably just come out looking kinda... bad. What if, instead of that, I make the entire ship (minus cockpit) have a slight hue towards whatever its affiliation is? So, a team red ship would be 10% red all over. Or 5%. Whatever looks acceptable.
Post Reply

Return to “Game Development”