Journeywar - Page 12

Journeywar

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

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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

If you look at the journeyman now, you see big beasts, animals and demons, but not what they really are. They are a biological singularity, they are like a rain of frogs, but instead its raining lions, tigers and bears, they are a invitation to everyone on this planet, to join them, to travell, to transform, and by ever changing, living forever.

So they are not a evil invading force like the zerg, or a ancient alien race like the protoss, they are evolution itself, sped up, connected by a dna-data transfering hivemind, without the dead ends.

And thats what they see in the CentrAIl, a dead end, its not a civilisation they attack, not even a intelligent machine (should such a thing exist) - its just difficult territory to live in, but comes time, comes rapid change why shouldnt they dwell on thos streets, and in those skyscrapers? They will one day graze upon the surface firefog of the sun, why should they be afraid of this dead end?
Image
So why dont you come with them, travell along the roads of life, avoid the tiresome work you are bound to, the discipline of your society, the slow progress and complete absence of adventure. Why not journey with the journeyman?

Little space left to capture that feeling, just two trees.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Lets assume the terrain around a CentrAIlMex is undeformed. So we have a 64x64 array of with every field 0 as current deformation

Also this is still standing:

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;


}

Now we need the targeted deformation: We have basically two archimedian spirals to the ground 1spiral & 0,8spiral - at wich we have in a undeformed circle in the center at currentheight(mexnumber), the mex itself (nearly turning on the spot in the latest stages)
Difficultys arise from the slope of the road, its height is the same for a radius for example 90┬░ degrees beeing 0, but if the archimedianspiral makes a full circle, you would have a second cycle of degrees.
Now with this formula, you could calculate the transformation, independet from how high the map is..

Image

All in all it should look like this... now


Also small change of plans the journeyman viralfactory gets shrinked, the idea to grow well hidden units anywhere on the map, without the enemy knowing how to stop it, is to dangerous, so you can place this factory now only on Geos. (That way at least you know were the off button on those baseraids are)

In Addition, a old thing, i didnt want to screw. It will become the CentrAIls GeoHive, a building automatically building citybaits and districtnonebaits around itself. Imagine it as the outcrop of a gigantic underground city. Yes i know you should not recycle, or you go bankrupt stylewise, but hey, okay here you see picasso belly up.
Image
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PicassoCT
Journeywar Developer & Mapper
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Re: Journeywar

Post by PicassoCT »

Well, here we have the 3rd tree- its a little colour in the forrest.

Image

Maybee even to colorfull?

Two more tree to go
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Mushroomtree Number 4

Image

Dont complain about the looks, they are as found in nature. Man, there is sick shits in those woods, even cthulu-tentacle-rape-fungus agrees with that.
Image

Only 1 tree

3 def units before modelling stage is complete. Muhaha, and i only broke the modellfreeze once to let the geohive in, and the baits, and well shit, im rather inconsequent... but so are the others, so i can reset myself to beeing just standard.

Next on the todolist- complete the texturing, then do the icons, getting the terraindeform array to work in a smallscale simulation.
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bobthedinosaur
Blood & Steel Developer
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Re: Journeywar

Post by bobthedinosaur »

I see you like the "shrooms"
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Wombat
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Re: Journeywar

Post by Wombat »

haloons good
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knorke
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Re: Journeywar

Post by knorke »

Flower on acid.
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FireStorm_
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Joined: 19 Aug 2009, 16:09

Re: Journeywar

Post by FireStorm_ »

Like em a lot!
(i'm getting inspired to draw a concept fungi-creature, or mushrooms as a form of resource.)
And history tells us a computer game featuring mushrooms in can become very popular indeed*. :-)


*(possibly only in combination with an Italian looking plumber)
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Blackdutchie
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Re: Journeywar

Post by Blackdutchie »

FireStorm_ wrote:Like em a lot!
(i'm getting inspired to draw a concept fungi-creature, or mushrooms as a form of resource.)
And history tells us a computer game featuring mushrooms in can become very popular indeed*. :-)


*(possibly only in combination with an Italian looking plumber)
Or in combination with sociopathic dwarves and deadly creatures.
(They grow mushrooms underground for food, distillation, fibers, and even huge ones for wood substitute)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Image
Last of the trees - the journeys powerplant basically.

Image

This dreaming tree looks absolut psychedellic.

Also thought about icons again today.
Image

Drew some, was not convinced, and then it hit me. How idiotic can you be? Why reinvent the wheel, when everyone on this planet, even those without comp, can regocnise the mediaplayer icons? Therefore.
Play= Move
FastForward= Rush&SpecialAbilitys
Standby= Guard
Block= Patroll
Break= STOP
EJECT= Build
Record= Recycle
I know, at the first second you scratch your head, because its unoriginal, but hey - it will work.
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bobthedinosaur
Blood & Steel Developer
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Re: Journeywar

Post by bobthedinosaur »

i like the organic models, but some of your ideas are out of this world...
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

well, they are supposed to be aliens, real alien, not just elven nazi zombies from outer space.

And believe me that icon thing will work bob...everybody has seen one of these, on a cd-player, on the stereo, in your cars radio, in winamp, mediaplayers, dvd-players, i didnt realize how standard those symbols really are, until i thought about it. And thats what icons should be - standards, that are equal everywhere. Two crossed swords in japan, look like two katanas, in europe they look broadswoards, in india they look like kris... there is no standard where you imagine it and there is standard, were you never think about it.
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Journeywar

Post by hoijui »

they are standard symbols, used to play media, not to control a unit in an RTS game. just cause the symbols are part of a standard, does not mean you can slap it on any kind of button and people will magically understand what the button does. you might as well put kamasutra positions on these buttons.
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d-gun
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Re: Journeywar

Post by d-gun »

PicassoCT wrote:If you look at the journeyman now, you see big beasts, animals and demons, but not what they really are. They are a biological singularity, they are like a rain of frogs, but instead its raining lions, tigers and bears, they are a invitation to everyone on this planet, to join them, to travell, to transform, and by ever changing, living forever.

So they are not a evil invading force like the zerg, or a ancient alien race like the protoss, they are evolution itself, sped up, connected by a dna-data transfering hivemind, without the dead ends.

And thats what they see in the CentrAIl, a dead end, its not a civilisation they attack, not even a intelligent machine (should such a thing exist) - its just difficult territory to live in, but comes time, comes rapid change why shouldnt they dwell on thos streets, and in those skyscrapers? They will one day graze upon the surface firefog of the sun, why should they be afraid of this dead end?
Image
So why dont you come with them, travell along the roads of life, avoid the tiresome work you are bound to, the discipline of your society, the slow progress and complete absence of adventure. Why not journey with the journeyman?

Little space left to capture that feeling, just two trees.
ill have what he's smoking
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

very well, bubblespace it is.

This is the Thorn Trap, one of the many journeyman traps. Units that drive through, slow down exponential over time (meaning they are still fast afterwards, and slow down after a while). Same goes for the damage the trap deals. Move the Unit and it gets worser.

The Trap is alltime invisible and can only be attacked by the Gamagardener, or the unit that drove through it. Also this units can not be scouted (meaning, if a scout unit drove through one, it wont trigger any of the same kind, while proceeding)

Image


Unit was inspired by the Legholdtrap
Image
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Well, the fireflys- and im finnished modelling

Image

https://spreadsheets.google.com/ccc?key ... zYYK#gid=1

The Sandlion is just a ME- VillageBuilding, which has the beefeatertongue and a short time terradeform, nothing to see there.

Texture time.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Image
Look at them specialeffects, the bang of the grenadelauncher, the charging sounds, its perfect, outcast&hl2 those are the target to stride towards.

http://www.youtube.com/watch?v=QLc6bvYh ... re=related

http://www.youtube.com/watch?v=gMePgitDers&NR=1&fmt=18

DarkMatterArtiller is going to have outcasts explosions

Started Texturing Today, changed the Arcologybaits outlook slightly, because it sucked before. Inspiration was the tyrell pyramid (Blade Runner), also fits, because it adapts the arcology more to the gold colourscheme, that is in heavyuse in civil (luxery) buildings and (civil/luxery-units).
Image

Little Bait is now Monsterbait, and a nice addon to the skyline.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

This is thy final form: CityBait2, 617 polys, selfiluminated windows, everything red and withit the glowing colours, will be teamcoloured selfilumanted
Image

4 h texturing, and please no whining, oh well its gonna happen anyway, so i can even post it myself: OMG Picasso mad mapping style reappears in his buildings, how can this happen, has the whole world gone mad. This is evil, there should be colour glasses widgets to adapt this bright and shiny colourscheme thing to my european/american/asian eyes, so i dont have to watch it.

File im proud of you.
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KaiserJ
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Re: Journeywar

Post by KaiserJ »

exit the stargate, initial perception increase my heart rate
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PicassoCT
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Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Anthill textured

Texture is 256x256

Image

Best thing you can say about it, is that the texture is not to big of a quality downfall from the pretex version

Next Unit will be the textured Gatefortess
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