Journeywar - Page 11

Journeywar

PicassoCT's stunning mixture of game design and psychedelia, for your enjoyment!

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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: Journeywar

Post by FireStorm_ »

Journeyman gunship
Cool Ornicopter design.
Or perhaps more precise: Entocopter. I like the insect-like wings and what i presume to be the cockpit.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Journeymann Deep Sea Reaper

(PreTextured)

Well, its one of the spaceborns, obviously a deep Sea Unit- and i didnt have any purpose or plan for it. Maybee it will become the journeymanns shipfactory, the farer back into the future i can postpone those guys with there water units, the less unfair it becomes on islands maps. (the CentrAIl having a chance to build waterfusions - and dry the map)

Image
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Journeywar

Post by Wombat »

stuff u take works like a charm
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

I can quit anytime, just one more unit, one more page text, one more toll for the troll.

Image


THis is the journeyman lvl1 artillery, the walking anthill- and this unit is amphibious.
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Wombat
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Re: Journeywar

Post by Wombat »

this green text looks nice
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

The Aurora Baby Spider:
Image

Basically its a grounded spaceborn, and its young, because the adult beasts in orbit can get kilometers big, there webrings throwing shadows on whole continents.
This baby has a very nice defens mechanism, one it looks on a target, it shoots a special cobweb into the Stratosphere, where big mums web is hanging around, while the target line swings by wind and corriolis force near the target- thats when the trace chemicals in this web trigger a chain reaction to form a sort of electrochemical tornado, whos stormeye opens a window into "unprotected" space, so that the aurora, sunwind and other raygun particles for a brief moment make a frying touchdown.

This baby is not textured yet.
800px-Polarlicht_2.jpg
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Notice: This Artilleryshells "can get carried away by strong winds.
Aurora_Space.jpg
Aurora_Space.jpg (6.99 KiB) Viewed 2577 times
Image


Just Eye-Candy although, something is missing- no Geos so far, thats it. And i wont use them, just for the hell of it.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

ConRoach: Boring Construction Units is booring. But a must have.

Image


All that remains is the bigfoot- and some turrets. Then Texturing. I overstreched it, but i will see that through.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Well, here are two examples of the mex-code i try to write:

Code: Select all

//this is a little sub-programm to determine how long a CentrailMetallextractor has to live in the journeywar.

int main ()

{
//declaring var for metallmex:
int originalh(mexnumber);
int maxh(mexnumber);
int minhwater(mexnumber);
int currentheight(mexnumber);
int mexvolume(mexnumber);
bool mexselfd(mexnumber);

//process
mexgone=0;
mexvolume(mexnumber)= originalh(mexnumber) - minhwater(mexnumber);
maxh(mexnumber) = originalh(mexnumber) - mexvolume(mexnumber);


 currentheight(mexnumber) > originalh(mexnumber) - maxh(mexnumber);

return 1;

currentheight(mexnumber) < originalh(mexnumber) -maxh(mexnumber);
mexselfd(mexnumber)=1;

return 0;


}

Code: Select all

int main ()
// this shows how long a journeyman mex has to live
{
//declaring var for metallmex:
int originalh(mexnumber);
Int maxh(mexnumber);
int minhwater(mexnumber);
int currentheight(mexnumber);
int mexvolume(mexnumber);
bool mexselfd(mexnumber);

//process
mexgone=0;
mexvolume(mexnumber)= originalh(mexnumber) - minhwater(mexnumber);
maxh(mexnumber) = originalh(mexnumber) + mexvolume(mexnumber);


 currentheight(mexnumber) < originalh(mexnumber) + maxh(mexnumber);

return 1;

currentheight(mexnumber) > originalh(mexnumber) +maxh(mexnumber);
mexselfd(mexnumber)=1;

return 0;

}
Pic related. Its the easy stuff of life, a spine snake, like they come out of CentrAIls Artilleryshells.
spinesnake.jpg
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I wonder why those shiny things always get the big applaus, whil everybody takes the smoth running of the game itself for granted. Maybee should not pay in dollars, but more in respect for the devs. CLAPS LOCK for the work.
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Blackdutchie
Posts: 71
Joined: 12 Mar 2009, 20:41

Re: Journeywar

Post by Blackdutchie »

CLAPS CLAPS CLAPS CLAPS CLAPS CLAPS CLAPS

WOOO!
This is gonna be SO awesome, after all the hard work you'll be doing it'll be the bee's knee's to play this game!
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Journeywar

Post by zwzsg »

You know, trading texture size for more polygons is exactly how NOT to optimise.

(But keep your portaldioramas, they're funky and I don't care about a few wasted polys.)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Image

@zw: I always thought polygons were cheaper then big textures.

change of topic: I try to code the terraforming for the journeymanmex the drilltree.

Its basically is a line of coordinates, rising, going in a archimedes spiral in 3d. Only diffrence between this and the CentrA.I.l-Mex is, that the C-Mex will be going downwards.
x(t) = a t cos(t)
y(t) = a t sin(t)

Next thing is, that the terrain-rise has to be exponential, means, slow at the beginning, becoming faster in the end. Ending in a big vulcanic explosion.

Finally, that whole hill area has to deal radiationdamage to units within the area.

This wont be easy.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Anybody having suggestions for the BigFoot? I dont have a clue how it should look like - its the equivalent of the centrails ConTrain, a big build-unit, land and seaable, it should have organic resemblance - other thant that it could be anything.

Centipedetrain? Mammoth? Sketches appreciated.
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Blackdutchie
Posts: 71
Joined: 12 Mar 2009, 20:41

Re: Journeywar

Post by Blackdutchie »

Make it look like a crown of thorns, maybe?
http://en.wikipedia.org/wiki/File:Crown ... hanson.jpg

Or a large beetle of some sort?

A mammoth/whale cross?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

crown of thorns looks awesome. Thx for the inspiration...

PS: Teamcoloured Animals in my wiki ;)

Large beetle is already taken by the condrone. Mamoth&Whale are already in the beherith, drawing coming up...
sketch1.jpg
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sketch2.jpg
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Journeywar

Post by knorke »

With "organic Con Train" of course the most obvious to think of is a snake or centipede...to build it could form a ring and the structure is made in the middle of it.
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oksnoop2
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Joined: 29 Aug 2009, 20:12

Re: Journeywar

Post by oksnoop2 »

Lima beans are kind of snake like and organic. They don't really move but w/e

Image
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Journeywar

Post by knorke »

What you are looking for is an octopus! :shock:
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

ConBigFoot

Image

Texturing is getting better, its like riding a biccycle, you never loose it completely. Im happy, hey, its just a advworker, and it looks badass.
Attachments
ConBigFoot.jpg
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

How about a little LuaWidget, lets call it AlienMotionTracker, to add a little suspense to the scene? Pseudocode for the work.
Image
http://www.youtube.com/watch?v=teXQ-FsX ... re=related

Code: Select all

If User_Screencenter lingers for longer then 5 seconds on spot
check if user_unit is in  Screen
check if enemy_mobile unit is in radar-range
if enemy_mobile unit is in radar range & out_of_sight
meassure distance to next User_unit
if distance is > 20_meters play Slow_beep.mp3 with var_gap_2_seconds 
if distance is < 20_meters //time to get it in percent, 15 of 20 is 0.75
var_gap_2 seconds*0.distance= var_gap_1.75 seconds //new_var_gap
Never before have you been so afraid of a single peewee

Alien VillagehouseVar1, works as a Energy to Metall Converter for the Journeymann, Building is dual use, same model goes for the attrappe.
Image
Attachments
Alien-Motiontracker.jpg
Alien-Motiontracker.jpg (10.04 KiB) Viewed 2310 times
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Image
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