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TIGSource ForumsCommunityDevLogsThe Salvage | A lonely death on a bitter planet.
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Author Topic: The Salvage | A lonely death on a bitter planet.  (Read 138942 times)
Scut Fabulous
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« Reply #20 on: August 30, 2010, 05:56:46 AM »


I've been working on some ideas for new terrain tiles, to add more visual variety to the game.  Here are some sketch / paint ideations.


http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-006b.jpg

http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-006a.jpg


http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-005b.jpg

http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-005a.jpg


http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-004b.jpg

http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-004a.jpg


http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-003b.jpg

http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-003a.jpg


http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-002b.jpg

http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-002a.jpg


http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-001b.jpg

http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-001a.jpg

More to come tomorrow.
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Geti
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« Reply #21 on: August 30, 2010, 11:31:19 PM »

Looking good, I really like those sort of terrain cut-throughs. You'll need to have unified edges if you want to tile them though.
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Scut Fabulous
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« Reply #22 on: August 31, 2010, 05:50:54 AM »

Looking good, I really like those sort of terrain cut-throughs. You'll need to have unified edges if you want to tile them though.

Yeah, the idea with these is to have a bunch of accent tiles that don't need to nest against a clone, but you'll see how it works once I start translating some of them to pixels.
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Scut Fabulous
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« Reply #23 on: August 31, 2010, 07:56:13 AM »

Second batch of terrain sketches:



http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-011b.jpg

http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-011a.jpg



http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-010b.jpg

http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-010a.jpg



http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-009b.jpg

http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-009a.jpg



http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-008b.jpg?w=510&h=274

http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-008a.jpg



http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-007b.jpg

http://scutanddestroy.files.wordpress.com/2010/08/salvage-texture-sketch-007a.jpg

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RCIX
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« Reply #24 on: August 31, 2010, 11:59:18 PM »

Those look more like they are, will be, or were creatures of some kind.  Hand Thumbs Up Left
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Geti
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« Reply #25 on: September 01, 2010, 12:25:34 AM »

As a quick note, I really like the gems in the first set, some colour contrast would work wonders on the terrain. Have you considered having a "grass" on some untouched pixels? Or do you want the world to feel dead?
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Scut Fabulous
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« Reply #26 on: September 01, 2010, 05:41:29 AM »

As a quick note, I really like the gems in the first set, some colour contrast would work wonders on the terrain. Have you considered having a "grass" on some untouched pixels? Or do you want the world to feel dead?

Yeah I agree with you.  I do want the world to feel dead, but it will need more accents and landmarks to increase the visual variety.  I'm thinking maybe the rare clump of dead grass, crystal outcroppings, flag stones, fossils etc.  Keep in mind the fluid engine should allow for other things like gas vents, pools, lava seepage.

I'm still debating wildlife.  If it exists I think I want it to be rare and skittish.

I suppose the joy, and bane, of working on something like this is there's no limit to the number of visual features and assets that can be added.


Asteroid post coming up today, stay tuned...
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Scut Fabulous
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« Reply #27 on: September 01, 2010, 08:42:47 AM »

Aaaand KABOOM!


http://scutanddestroy.files.wordpress.com/2010/08/salvage-asteroid-impact-001.png



http://scutanddestroy.files.wordpress.com/2010/08/salvage-asteroid-impact-002.png



http://scutanddestroy.files.wordpress.com/2010/08/salvage-asteroid-impact-003.png

Okay, so that's how I see asteroids will appear when they occasionally whack into the planet.  The debris they throw is maybe a tad sketchy in my mockup, but I mostly wanted to show how a the bulk of material gets vaporised and some chunks get ejected  in a semi-elliptical pattern.

Below you can see an old image from when I was working on the terrain shader and also making the first mockups of asteroids.  There's the main impactor in the foreground, but the two in the distance won't be able to hurt the player.  They will serve a purpose of providing warning that strikes are inbound.  As the chance of an asteroid increases, you'll see the distant rocks coming down first.


http://scutanddestroy.files.wordpress.com/2010/07/improved-shader-test-002.png

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Geti
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« Reply #28 on: September 02, 2010, 08:00:01 PM »

Keen to see this terrain engine come to life.
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Dozer
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« Reply #29 on: September 02, 2010, 08:52:05 PM »

The art looks amazing, but you have heard that before so I will ask a question that I don't think has been asked yet. Are you planning on implementing a free-mode? I would love to just be able to explore a planet without having to worry about financing.
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Scut Fabulous
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« Reply #30 on: September 03, 2010, 09:07:10 AM »

The art looks amazing, but you have heard that before so I will ask a question that I don't think has been asked yet. Are you planning on implementing a free-mode? I would love to just be able to explore a planet without having to worry about financing.

Interesting idea.  I hadn't thought of it, but a sandbox mode would be cool.  One thing I'd be concerned about is people not realizing that the impediments to advancing deeper into the game are integral to making them feel rewarding.  I guess it would just be a case of presenting each game-type clearly, people can make up their minds what they want to do.  Sandbox modes extend the longevity of games anyway.  Just look at Minecraft.


And now, a re-textured walk animation!


It has a few rough points I need to smooth out, I know.  I'm pretty pleased with what I've done though.  A few years ago just doing a 2 frame animation was a major chore for me, so 5 or six frames with a texture makes me pretty damn happy.
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X3N
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« Reply #31 on: September 03, 2010, 12:47:42 PM »

Erosion and earthquakes sounds awesome Smiley
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Scut Fabulous
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« Reply #32 on: September 07, 2010, 07:12:36 PM »


http://scutanddestroy.files.wordpress.com/2010/09/grass-001.png
Tufts of grass!



http://scutanddestroy.files.wordpress.com/2010/09/crystals-stalactites-fossils-001.png
Crystals, fossils, and stalactites!



http://scutanddestroy.files.wordpress.com/2010/09/fumaroles-001.png
Smoky fumaroles!



http://scutanddestroy.files.wordpress.com/2010/09/lamp-and-fungus-001.png
Some manner of bizarre plant-like growth, and something that exudes luminosity!

Been adding some little bits to bring more variety and colour into The Salvage.  Also, you'll notice I've brightened the terrain shader as well as made the gradient go from slightly warm down to cool.  I'm also experimenting with a cast shadow for overhanging areas, but I think this will see a fair bit of adjustment before I'm happy with it.

I really really really wish Gimp had some sort of dithering brush/eraser tools.  Dithering one pixel at a time....   Crazy
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mokesmoe
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« Reply #33 on: September 07, 2010, 09:21:00 PM »

Your smoke looks like bubbles. Everything else looks great!
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Geti
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« Reply #34 on: September 07, 2010, 09:23:43 PM »

Make a custom brush for it.
That grass is cash. The big fossil is weird. Crystals could use some small crystals near them to make them seem less... big and arbitrarily placed. Really nice to see some colour getting put onto the surface of this. Short sentences as short-on-time feedback.
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kavs
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« Reply #35 on: September 08, 2010, 10:27:04 AM »

I'd love to hear more about the tech behind getting per-pixel terrain destruction working. :O (Like what you have going on, or something like Worms Armageddon)

It's something I've always dreamed about doing in my own games but can't wrap my head around how it would be done as I'm not that great of a coder. I always chicken out and just use tiles. :3

Very awesome style, though! Loving the asteroids and the terrain shader. :D
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Alex May
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« Reply #36 on: September 08, 2010, 11:33:11 AM »

Lovely art. I'd say be careful not to get too carried away with your art process as every step you take makes your coder's job harder, and at the moment the way you're doing your art makes it seem to me like maybe you have some unrealistic expectations of the code... Get some half-way decent (acceptable to your eyes) graphics in there, making sure to get some gameplay going alongside it. Without the gameplay your game won't go anywhere anyway.
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Rykuth
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« Reply #37 on: September 09, 2010, 06:36:00 AM »

I'd say be careful not to get too carried away with your art process

I dunno, I personally disagree. The coder can always say "Hey this is too complicated lets go back a step" but if the coder can pull off everything then the game will look amazing. I mean as seen in this thread there are at least 4 different terrain shaders that the coder could choose from if they felt the latest one was too difficult. Maybe it's just me though, I am more of an art person than a coder.

Though I would say that in regards to the decorative elements you need to consider how they will react to the terrain destruction, whether they will be destroyed as well or if physics will be applied to them etc.
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Kottis
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« Reply #38 on: September 10, 2010, 10:24:58 AM »

I am looking forward to this SO HARD. Adding the little bits and pieces tripled the goodlookingness, nice one!
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Scut Fabulous
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« Reply #39 on: September 10, 2010, 06:12:36 PM »

Here are some old sketches I found in a pile and finally got around to scanning.  Early terrain ideations, some Banker and tool concepts, and a few random doodles.



http://scutanddestroy.files.wordpress.com/2010/09/salvage-protobot-and-doodles.jpg



http://scutanddestroy.files.wordpress.com/2010/09/salvage-terrain-shape-ideations.jpg



http://scutanddestroy.files.wordpress.com/2010/09/salvage-terrain-texture-ideations.jpg



http://scutanddestroy.files.wordpress.com/2010/09/salvage-banker-ideations.jpg



http://scutanddestroy.files.wordpress.com/2010/09/salvage-tools.jpg
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