Hi and thanks again.
I have attached files from my first test unit.
From what people are saying it seems that I could perhaps be able to import my .3ds from wings into blender then animate in blender and then export straight from there to spring?
But no one is quite sure how?
I thought I read this about being able to bypass upsring by using blender somewhere on the forums as well.
I have downloaded blender and will start playing around and trying to work out how to import and then animate things.
The graphic style that I am going for is going to be nostalgically referencing early 3d wireframe graphics.
I have a fairly good idea on what I am going for however I need to become more familiar with wings3d before I can pull it off in an efficient and low poly way.
I also need practice in texturing.
The current texture file on the model is just a super quick placeholder and does not indicate the graphics style I wish to pursue.
Graphics styles that I want to reference include:
1 the original Tron movie.
http://youtu.be/PQwKV7lCzEI?t=1m58s
The 1990s Battletech animated series with its "advanced imagery" where battle scenes were all displayed is green 3d wireframe.
http://youtu.be/C3SYOvoPOEY?t=15m1s
And I also really like the pixelated feel of Sword and Sworcery.
http://www.swordandsworcery.com/storage ... 8488531357
http://vimeo.com/sworcery/spoiler-alert
Particularly I am wanting to make all my units look pixelated in 3d, so that there are no smooth diagonal lines but every thing is made up of small boxes.
I really love the art in Kernel Panic. however I was origionally influenced by the above examples.
I think that given the popularity of games like minecraft there is a growing market for retro nostalgic lo fi graphics.
And I believe they are easier to create on low budget / with a small team.
How this graphic style fits in the game universe.
In the game universe battles are fought by remote control from star systems away and the Spring interface will be the interface used by commanders to control their forces.
In the game universe there is also a huge control of technology and information and so while being thousands of years in the future, many aspects of technology and very undeveloped or have regressed from current day through wars and control of freedom of information by governments. So for the majority of the galaxy have access to 3d graphics technology of the early 1990s.
Video cutscenes for game and use of spring engine for battle scenes in movie
I am planing to have video cutscenes in the game. And as I already am a film maker and have a lot of actors available to me this will be easy.
In thinking about this yesterday I had a very exciting idea.
I have been planning to make this universe into a transmedia project. With games, films and potentially novels / graphic novels.
However I was thinking that I would probably have to wait about 10 years to start making the films because of the budget required to do big 3d cg battle sequences. Aka starwars.
However my idea yesterday was that I could do what that battle tech series did and show all battle scenes in the 3d wireframes simulated environment. As this is how all the commanders would actually see the battles because they are not actually there but are on different planets.
So I thought that it could actually be possible then to film the battle sequences in spring.
Id have to check out the qualities possible in the video export.
But given the free moving camera, framing shots would be easy.
And given that the graphics are intentionally a low quality simulated reality, springs graphic quality should be far far above what would be required.
What all this means to me is that I could potentially begin shooting a indi sci fi space battle movie a year or two from now.
What would be awesome about this is that in the movie the commanders would actually be playing spring to control their armies on other planets.
Then kids watch it and go 'wow i want to have my own remote control army.' And they can then buy the game. Then they can actually use the exact same interface that the commanders are using in the movie. And then they actually feel like they are in the movie.
Ok some main steps to get here.
1 Need to design all units and get them in game.
2 Need to script all the game dynamics. (especially functions that are not currently used in spring)
eg
2.1 Almost all units are stealth and cloaked and are more detectable (from a further distance) if they are moving than if the are stationary. (Ideally this could be a linear scale where the faster a unit moves the more detectable it is.)
2.2 The would be a speed state button for each unit. Like the hold position, maneuver, roam. In original Rainbow Six there was a similar function.
For slow stealthy movement / normal movement / Running
2.2 different units have different sensor strengths and can decloak enemy units and different ranges. (this is also affected by the enemy units movement state.)
2.3 The majority of structures are deployable units. I need to figure out how to code this. (I know that Spring 1944 does this really well)
3 Need to create a GUI, and a menu and launching system so the game can be self contained and easy to purchase, download and play.
4 Need to create missions.
5 Need to create video cut scenes and create a way of integrating them into the GUI and in between missions.
After Points 1 to 3 are completed I could start shooting action sequences in the spring engine for use in the movie and cutscenes.