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Author Topic: CSG update #37 - Demo update #4  (Read 894 times)
Vince
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« on: May 09, 2019, 07:15:53 pm »

We're still working on animations and armor, I doubt we'd be able to to wrap it all up before Aug. Ivan's doing a bit better but he has a long way to go before he fully recovers. He'll focus on animations from now on and all armor and clothing tasks will be handled by Maria, our new armor specialist (you can see some of her work in the previous update). We've been working with her for a while and I hope she'll stick around as our next project will be even more "armor-intensive".

In the meantime our programmers have improved the building interior system and map navigation, and added character outlines in combat (you can turn them off if you don't like them) and when your character is blocked by an object or wall. All weapon meshes are in now so each weapon has a unique model. Oscar is working on the Pit, which looks better and better (not to mention bigger) so the delay on one front doesn't affect the rest of the team's progress.

The screens below are work-in-progress:








^ navigation meshes; what you see is about a third of the Pit, so it's not a small place.

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Sparacul
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« Reply #1 on: May 10, 2019, 07:22:56 am »

Looking good! When do you plan to release the combat demo?

> our next project will be even more "armor-intensive".
Do you mean the next game after or next Colony Ship development phase?
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Vince
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« Reply #2 on: May 10, 2019, 07:39:50 am »

Looking good! When do you plan to release the combat demo?
"... I doubt we'd be able to to wrap it all up before Aug."

Quote
> our next project will be even more "armor-intensive".
Do you mean the next game after or next Colony Ship development phase?
I meant the still tentative sequel mentioned here:
http://www.irontowerstudio.com/forum/index.php/topic,7753.0.html
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puppyonastik
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« Reply #3 on: May 10, 2019, 09:15:43 am »

The lighting and smoke effects in all the screens is excellent! And the environmental work for the Doctor's lab looks like a finished product! Good job all around!

Is it possible to add litter? Or a few quickly done art assets representing garbage collecting over the decades? Edit: For the other areas in the screens.

So glad to read Ivan's progress report! Pleased as well you now have another official team member; Maria your work is slick!

Edit 2: Is the navigation mesh Nick-made(TM) or an asset of Unreal?
« Last Edit: May 10, 2019, 09:21:34 am by puppyonastik » Logged

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Vince
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« Reply #4 on: May 10, 2019, 09:41:41 am »

Is it possible to add litter? Or a few quickly done art assets representing garbage collecting over the decades? Edit: For the other areas in the screens.
Litter and junk would be added last, as they are low priority items.

Quote
Edit 2: Is the navigation mesh Nick-made(TM) or an asset of Unreal?
It's part of UE4 navigation system that allows you to build a nav mesh to define the walkable areas.
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Oscar
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« Reply #5 on: May 10, 2019, 10:05:16 am »

Is it possible to add litter? Or a few quickly done art assets representing garbage collecting over the decades? Edit: For the other areas in the screens.
Litter and junk would be added last, as they are low priority items.

Plus interestingly enough, they are quite hard to define in the ship environment, as there are no cardboard boxes, no trash bags (they have recyclers to handle the trash), no debris from concrete, which are the normal, easy way to add trash to an environment. We have to make some kind of custom trash made up of discarded crates, metal, run down versions of our machines... It's definitely a quite more complex thing than throwing some items around.
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puppyonastik
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« Reply #6 on: May 10, 2019, 12:39:28 pm »

Litter and junk would be added last, as they are low priority items.

Plus interestingly enough, they are quite hard to define in the ship environment, as there are no cardboard boxes, no trash bags (they have recyclers to handle the trash), no debris from concrete, which are the normal, easy way to add trash to an environment. We have to make some kind of custom trash made up of discarded crates, metal, run down versions of our machines... It's definitely a quite more complex thing than throwing some items around.

If it's that complex, then yeah, fuck it. I was picturing assets of variable size and shape, with a simple very dark (decayed and dusty) multi-color texture slapped on, that would be propped up against the containers. I'm not an artist though, so if that's hard to get right, then skip it. - To me the areas look like someone comes through and does a heck of a job with a broom every day, as if it were a municipal zone (Don't take that as a negative though!); Thus my suggestion.
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dal
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« Reply #7 on: May 11, 2019, 04:47:41 am »

Looks very cool but... same as Insomnia - it don't feels like space ship at all. It can be anything: factory, sea platform, vault or any other underground facility.
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Vince
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« Reply #8 on: May 11, 2019, 05:56:55 am »

It's a container town in one of the cargo holds. Other locations have a very different style and atmosphere.
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dal
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« Reply #9 on: May 11, 2019, 08:55:41 am »

It's a container town in one of the cargo holds. Other locations have a very different style and atmosphere.
Glad to hear. Still:
« Last Edit: May 13, 2019, 02:09:27 pm by dal » Logged
Pladio
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« Reply #10 on: May 12, 2019, 09:23:32 am »

Quick random question. Is it possible to customise the log ?
I think it's very good to have a log, but I would like to be able to change the font or make the box larger.
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Vince
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« Reply #11 on: May 12, 2019, 09:43:51 am »

Too early to say. All I can say right now is that the current design is temporary and that there will be a lot of GUI changes once everything else is done. As mentioned previously, it shouldn't even be in all caps but that's how the engine wants to display it for some reason. Nick will fix it when he has time but right now he's working on tasks with higher priority.
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Scott
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« Reply #12 on: May 13, 2019, 07:28:29 am »

Just occurred to me that though so much Earth tech has been lost, these peasants still have the ability to create customized neon signs...  lol

Glad to hear you've got an armorer on staff!
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Vince
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« Reply #13 on: May 13, 2019, 08:04:36 am »

Just occurred to me that though so much Earth tech has been lost, these peasants still have the ability to create customized neon signs...  lol
Not really lost. They have the databanks (aka the knowledge) and a lot of equipment, they can maintain the reactor and the engines, but they can't rebuild everything that was damaged and they can't build complex tech like plasma weaponry without resources they simply don't have on the ship.
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Wrath of Dagon
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« Reply #14 on: May 13, 2019, 02:17:25 pm »

Neon signs are also plasma, so there.
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but it’s just that right now it’s all about games as a service. We can make money out of it, but you can make more money elsewhere.
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