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891328 Posts in 33539 Topics- by 24776 Members - Latest Member: 1derboy

June 19, 2013, 01:37:59 PM
TIGSource ForumsDeveloperFeedbackDevLogsThe Salvage | A lonely death on a bitter planet.
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Author Topic: The Salvage | A lonely death on a bitter planet.  (Read 61314 times)
Scut Fabulous
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« Reply #405 on: November 18, 2011, 08:29:53 AM »



Finished up a couple more hulks today.  I'll need to make a lot more things like this to salt throughout maps. 
I think while I've got my animation muscles flexed I'll switch back into sprite work for a bit.
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AaronLee
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« Reply #406 on: November 23, 2011, 09:16:16 PM »

Love the right design, lots of skewed/non-2d perspective and great, mechanical shape. The other hulks felt sort of like generic things  (at least the ones in the concept sketches) but these feel more real and functional.
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Scut Fabulous
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« Reply #407 on: December 01, 2011, 02:12:39 AM »

...lots of skewed/non-2d perspective and great, mechanical shape. The other hulks felt sort of like generic things...

I agree but the two perspective types give different functionality.  The skewed perspective hulks will either require some labourious masking so that a player can 'enter' parts of them, or they may be completely solid.  I'll probably run some mix of the two types, because I totally agree that the hulks drawn in perspective offer more eye candy.

Tiny update, working on a death animation.  This one is only 5 frames at the moment so expect that to roughly double before I go in and texture each cel.
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JobLeonard
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« Reply #408 on: December 01, 2011, 07:02:16 AM »

Looks good! My Newtonian-physics intuition says he tips over just a bit too fast though. A slight pause would give it much more gravitas (pun intended).
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peanutbuttershoes
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« Reply #409 on: December 01, 2011, 12:52:15 PM »

http://www.youtube.com/watch?v=aEvlOeQhRBY&t=5m53s

Made me think of this.

Cool stuff. Hand Thumbs Up Right
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Scut Fabulous
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« Reply #410 on: December 09, 2011, 06:29:48 AM »

Some rough sketch ideas on procedural terrain generation for The Salvage.  I’m doing some ultra-simplified mockups using quick dice rolls to inject randomness.  I want to get a mental model of the most important steps for creating random yet interesting maps for the player.

Don’t take any of these as indicative of the way the game will look, they’re just sketch models, and very rough ones at that.



The rough steps I'm playing with are something like this:
1 - Create a mid-line which establishes the general pattern of the terrain.  The line can change direction based on random input, so at each point it asks 'do I go up, down, or horizontal from this point?'
2 - Additional layers are drawn above and below the mid-line which follow similar rules.  Each line uses the mid-line as a reference for direction, but uses random input to determine if it should mimic the mid-line or exaggerate up or down.
3 - Random sections of ground along the y-axis are picked to become shear points where the ground will be lifted or depressed, adding a bit of chaos into the general curvature.
4 - Caves are seeded randomly, with some caves growing using another dice roll.
5 - The terrain layer boundaries and cave edges are 'stamped' with random shapes to remove the straight geometries.











I'm not satisfied with this process, but I'm learning from it.  I think the real interesting stuff will need to come from perlin noise or something capable of fast interesting results.  What I need though is to work out procedures to edit down the amount of ugly monotony those types of terrain generators tend to spit out.  I want the maps to feel stylized yet unfamiliar.
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peanutbuttershoes
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« Reply #411 on: December 13, 2011, 03:19:01 PM »

That is really cool looking stuff. love your mock-up pallete choices. Well, hello there!
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Scut Fabulous
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« Reply #412 on: December 13, 2011, 03:31:13 PM »

Thanks dude!  How's Deshori progressing?
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peanutbuttershoes
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« Reply #413 on: December 13, 2011, 03:42:33 PM »

It is sleeping.
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Scut Fabulous
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« Reply #414 on: December 13, 2011, 03:46:51 PM »

I hope it wakes up some time.  It's a gorgeous concept.
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Scut Fabulous
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« Reply #415 on: December 15, 2011, 06:03:04 AM »


I want to make some variations on parts of this animation, like a knee-shaking stagger, and a 'last gasp' after it bellies out on the ground.

(This would look so cool with some particles of dust whuffing out as the suit collapses.)
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JobLeonard
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« Reply #416 on: December 15, 2011, 07:59:01 AM »

(This would look so cool with some particles of dust whuffing out as the suit collapses.)
Yes. Yes it would.
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Scut Fabulous
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« Reply #417 on: December 15, 2011, 02:14:02 PM »



Quick edit with a few corrections and outline.
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Geti
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« Reply #418 on: December 15, 2011, 03:52:42 PM »

I really like that generation method. Why don't you just prototype it with tile terrain rather than pixel terrain and use that generation method to fill with tiles of a specific type?
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Scut Fabulous
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« Reply #419 on: December 15, 2011, 04:00:10 PM »

I may try that.  Mainly I'm trying to envision how the game would actually generate terrain.  I really want to avoid tiles as much as possible, I feel there's a lot of untapped potential in less gridded design.
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