Gameplay and Graphics. CALL TO ARMS! - Page 5

Gameplay and Graphics. CALL TO ARMS!

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.

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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Gameplay and Graphics. CALL TO ARMS!

Post by Gota »

Those cannons are too big.
Looks like a 24th century mech with a 16th century ship cannon.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Gameplay and Graphics. CALL TO ARMS!

Post by Saktoth »

neddiedrow wrote:Unspoken corollary is that you don't refuse things on spurious style statements, a la Azaremoth's wonderful aircraft.
The bats? We didnt use them because Az wanted to retain all artistic control. We had to ask him before we even resized anything. Thats not how an open source project works.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Gameplay and Graphics. CALL TO ARMS!

Post by Gota »

The y were totaly unepropriate..better to wait for others more suitable that will go nicely with mr.ds models.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Gameplay and Graphics. CALL TO ARMS!

Post by Warlord Zsinj »

guns be too heavy...
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HeavyLancer
Posts: 421
Joined: 19 May 2007, 09:28

Re: Gameplay and Graphics. CALL TO ARMS!

Post by HeavyLancer »

If you make the cannons look more like thin lazors it would look great.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Gameplay and Graphics. CALL TO ARMS!

Post by Neddie »

Saktoth wrote:
neddiedrow wrote:Unspoken corollary is that you don't refuse things on spurious style statements, a la Azaremoth's wonderful aircraft.
The bats? We didnt use them because Az wanted to retain all artistic control. We had to ask him before we even resized anything. Thats not how an open source project works.
True. Tell me when Spherebot's revised source files are open so I can get started on Archimedes.
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