Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

891072 Posts in 33520 Topics- by 24765 Members - Latest Member: Koobazaur

June 18, 2013, 07:48:38 PM
TIGSource ForumsDeveloperFeedbackDevLogsThe Salvage | A lonely death on a bitter planet.
Pages: 1 ... 19 20 [21] 22 23 ... 30
Print
Author Topic: The Salvage | A lonely death on a bitter planet.  (Read 61292 times)
Scut Fabulous
Level 3
***



View Profile WWW Email
« Reply #300 on: March 16, 2011, 02:37:48 PM »



I've been busier than usual on day-job type stuff, just wanna let y'all know that I'm still whacking away at this when I get time. Smiley
Logged

Scut Fabulous
Level 3
***



View Profile WWW Email
« Reply #301 on: March 23, 2011, 09:44:05 AM »






http://scutanddestroy.files.wordpress.com/2011/03/salvage-cabin-interior-progress-003.png

Some progress on the cabin interior.  It's far from complete, but I'm really liking how it's fleshing out.
Logged

14113
Level 10
*****



View Profile
« Reply #302 on: March 23, 2011, 09:50:12 AM »

Will the player stil be in his bulky suit in the cabin? Apart from that, I like it a lot, I assume the sphere on the right is a kind of map room or something, and the area on the left the cockpit?
Logged

in fact, i prefer unpleasant forums
Scut Fabulous
Level 3
***



View Profile WWW Email
« Reply #303 on: March 23, 2011, 10:03:21 AM »

I haven't yet decided if I should ever show the player without the suit.  It's a little like when you're a kid, playing with a toy car without a modeled driver inside made it easier to imagine yourself inside the car.

For the purposes of drawing the cabin, I keep the player's avatar in there to help me with scale, and to use as a palette benchmark.

The spherical room on the right is a kind of map room / holotank / communications suite.  On the left will be where the player can fiddle with game options.
Logged

14113
Level 10
*****



View Profile
« Reply #304 on: March 23, 2011, 10:08:44 AM »

hmm, thats a good point. I sort of feel it's a bit too bulky for what I'd imagine to be a cramped environment.
Logged

in fact, i prefer unpleasant forums
unsilentwill
Level 8
***


O, the things left unsaid!


View Profile WWW Email
« Reply #305 on: March 23, 2011, 10:28:37 AM »

That looks amazing.

Maybe you could have the personal quarters be smaller, and show the mechanism for putting the suit on and taking it off, then a kind of silhouette behind the curtain effect to keep the player mysterious while resting or whatever.
Logged

JasonPKaplan
Level 0
***


Never knows best.


View Profile WWW Email
« Reply #306 on: March 23, 2011, 01:32:07 PM »

Wow, gorgeous.  Keeping my eyes on this.  Both of them.
Logged

HyperDuckChris
Level 9
****


@hyperduckchris @hyperduckdan @hyperduckkev


View Profile WWW Email
« Reply #307 on: March 23, 2011, 07:10:17 PM »

On topic of the suit off while in doors talk:

The interior looks MINT btw. I think that maybe when in doors, it might be worth considering a lighter amount of wear for the character. Maybe even have it so that it is cool mech pants/boots with a normal upper human body, making the entire suit a two piece, and have the upper part disconnect and lift off upon entry of the ship.


Logged

mokesmoe
Level 10
*****



View Profile Email
« Reply #308 on: March 23, 2011, 11:28:49 PM »

Maybe inside the suit of armour...




IS ANOTHER SUIT OF ARMOUR!
Logged
HyperDuckChris
Level 9
****


@hyperduckchris @hyperduckdan @hyperduckkev


View Profile WWW Email
« Reply #309 on: March 24, 2011, 01:06:32 AM »

Maybe inside the suit of armour...




IS ANOTHER SUIT OF ARMOUR!

This.
Logged

HyperDuckKev
Level 1
*


I wants to Give you SounD!


View Profile WWW Email
« Reply #310 on: March 24, 2011, 07:08:27 AM »

Maybe inside the suit of armour...




IS ANOTHER SUIT OF ARMOUR!

This.

This :D
Logged

Twitter: HyperDuckKev
www.hyperduck.co.uk
Scut Fabulous
Level 3
***



View Profile WWW Email
« Reply #311 on: March 24, 2011, 09:29:57 AM »


http://scutanddestroy.files.wordpress.com/2011/03/salvage-cabin-interior-progress-007.png

Some more progress to report.  As daunting as it can be to work on large pixel art pieces, it has the benefit that when you get bored with one region you can just leave it for later and pick away at something else on the canvas.



Sorry for the table-breaking gif.
Logged

JobLeonard
Level 5
*****



View Profile
« Reply #312 on: March 24, 2011, 11:40:40 AM »

I haven't yet decided if I should ever show the player without the suit.  It's a little like when you're a kid, playing with a toy car without a modeled driver inside made it easier to imagine yourself inside the car.
What if you keep the sightings of the person in the suit limited to silhouettes?
Logged
AaronLee
Level 1
*



View Profile Email
« Reply #313 on: March 25, 2011, 08:24:10 PM »

Heh wow this is awesome. Also; maschinen krieger is awesome inspiration. Those designs are bulkalicious.

Loving the ship interior. I take it that's the between-missions area?

Also; sci-fi archaeology is a subject I never see tackled enough. It's a neat subject considering the possible gulf between us and any theoretical xeno civilization.
Logged

Dan MacDonald
The DMac
Level 1
*


Prisoner of the cause


View Profile Email
« Reply #314 on: March 26, 2011, 10:31:07 AM »

This is some crazy cool stuff. I like seeing how an artist with a background in digitial painting does pixelart. This is super ambitious what you are trying to do, I love watching it be built though!
Logged
Pages: 1 ... 19 20 [21] 22 23 ... 30
Print
Jump to:  

Theme orange-lt created by panic