Author Topic: Stellar Assault FSO - The Old Thread  (Read 71421 times)

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Offline Mobius

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Re: What can I do to change the game mechanics?
You will get some help if your models and the plot you've planned can attract some attention. :)
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Offline Quanto

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Re: What can I do to change the game mechanics?
Where do I go to start a project thread? So I can attract some attention...
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Offline chief1983

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Re: What can I do to change the game mechanics?
Pretty much you'll be stuck to threads in this board until it looks like you've done enough to get space as a hosted project.  Takes a bit of effort first though.
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Offline tinfoil

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Re: What can I do to change the game mechanics?
Go start a thread in this here modding forum giving a few details about your mod and what kind of people/ skills you need etc. if you're serious of course, you've got to be willing to follow through.
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Offline Quanto

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Re: What can I do to change the game mechanics?
Well, last night gave a serious effort, but was retarded in that I did not save. And my completed Feather 1 was lost forever ;_;
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Offline Quanto

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Re: What can I do to change the game mechanics?
Did some work in Silo, produced a complete Feather 1, UV Maps aren't done yet, but this is the model.


This is as close to a replica of the Sega Saturn Version as I could get.
« Last Edit: January 27, 2010, 08:22:20 am by Quanto »
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Commander Zane

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Re: Stellar Assault FSO - A Pet Project
Ooh, impressive.

 

Offline colecampbell666

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Re: Stellar Assault FSO - A Pet Project
Sexy.
Gettin' back to dodgin' lasers.

 

Offline Getter Robo G

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Re: Stellar Assault FSO - A Pet Project
Don't be afraid to go a little "beyond".

Look at WC Saga. In the alpha build you had ships that were pretty much the same as they were in the games. But with SCP capabilities, those became, rather dated. So new models were made to take advantage of all the features.

 ;)
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Offline Alan Bolte

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Re: Stellar Assault FSO - A Pet Project
I'm wasn't familiar with the games, but I am intrigued and have looked up some gameplay videos. Am I understanding correctly that this model is your variation on this and this? I like both the box art and your version.

Was your intent to have the player pilot the Feather 2 (as opposed to autopilot) and replace its manually-aimed gun with autoaim? Or were you mostly interested in one or two degrees of autoaim for the Feather 1, and planning something else for Feather 2? I'm not sure if it's presently possible to turn FS2 into a rail shooter, though Starfox-style corridors are apparently being worked on for Shadows of Lylat.
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Offline Quanto

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Re: Stellar Assault FSO - A Pet Project
My plan for the moment is Auto-aim for both fighters.

The Feather 1 will have less of a degree of auto-aim as the feather 2, but the Feather 1 will have full auto for it's lasers.

The Feather 2's Role will probably be Capital Ship busting. So in that regard, the Feather 2's beam weapon will be SIGNIFICANTLY stronger than the Feather 1's auto-lasers, but it will have to be fired like a semi-automatic weapon. (Clicky, Clicky with the fire button.) The alternate weapon for the Feather 2 is also different from the Feather 1's. I'm not sure if any of the videos on Youtube actually showed the F2 in all its glory, but it does have a very powerful cap-ship busting weapon that the manual for the game didn't even mention. If you double-tapped the fire  button, a massive energy ball weapon would charge up and fire from the rail cannon and nearly destroy a smaller cap-ship in a single shot. This used a large amount of energy though and could only be used sparingly. However I think adjustments could be made for the FSO version to make it more viable and a lot easier to use. A key point to keep in mind is that the F1 is very nimble (your classic Anime-style fighter) and the F2 tends to fly like a bus. So its the simple trade off of firepower/maneuverability.

In the cover art for the US version of the 32X game, there is a third ship in the upper left, that is the support ship and arrives to dock with the feather 1 to provide it with an additional recharge in weapon and shield energy. The F2 does not get that support and has much larger stores.

The majority of fighters created for the FSO version will be enemy craft as I hinted towards in my original production plan.

I urge anyone interested to check the videos for the Sega Saturn Version of the game. Plot-wise, FSO will be following that game very closely as it has the more robust plotline. Both games (32x/Saturn) have similar missions, but the Saturn Version goes far more indepth, and has an awesome battle in orbit around Terraformed Venus. (Check the Sega Saturn Version, Missions 6-10).

Stylistically this game is going to be a cross between the Japanese-style space sims, and western style. Western structure and plot writing, with a class 80's anime mecha game feel. The model above is just under 5000 polies, I'm not sure what the recommended requirement is for the Engine, but I can bring it down to under 1500 if I have to. The key thing I want to point out is that I don't want these ships to look like the typical western style ships we've all seen before in games like IW, Starlancer, Wing Commander, and Freespace.

Here are some of my pre-modeling sketches...

Feather 1


Feather 2


Enemy Fighter
(Tier 5, for difficulty reference, you don't start seeing this one until about the 3rd-to-last mission in the 32x Game) I'm not entirely pleased with this sketch, I may make another attempt at this one. The Enemy fighters ingame were about half the polies of the friendly fighters, so I had to use a lot of imagination as far as additional design is concerned.



These ships are sleek, fast, and in actuality probably several hundred years more advanced than ships in the typical space sim.
« Last Edit: January 27, 2010, 08:23:11 am by Quanto »
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
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Offline chief1983

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Re: Stellar Assault FSO - A Pet Project
Customizable autoaim code is in trunk now, so have fun.
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Offline Quanto

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Re: Stellar Assault FSO - A Pet Project
Well, I found some spare time and I've created one of the other main stars of the game. The Feather 2. Now the Feather 2 isn't as nimble as the Feather 1, but its a LOT MORE firepower. This will the ship of choice for people who love to bust some capital ships. It's particle beam weapon is nearly a one hit killer against fighters and does massive damage to Capital Ships. However it also possesses a powerful High Energy Plasma Burst that will cripple any ship smaller than a destroyer. (Keep in mind I'm using classic Naval terminology, not Freespace terminology.)

And so without further ado, the Feather 2, with color scheme included...



« Last Edit: January 27, 2010, 08:23:51 am by Quanto »
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Quanto

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Re: Stellar Assault FSO - A Pet Project
One more thing to add, this has a lot to do with general gameplay in relation to the Feather 2. For anyone seriously interested in what I've been putting together here, this is a big deal

Feather 2 Infosheet (Big file, sorry)


« Last Edit: October 29, 2009, 07:08:30 am by Quanto »
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Thaeris

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Re: Stellar Assault FSO - A Pet Project
Thank you for posting those video links... you're right, the original game looks like it was quite fun! I wish you the best in your deveopments.

...As I've seen Silo mentioned on the net before, and that you were using it as well, I decided to look up the program on the developer site. Needless to say, I'll have to try the demo this weekend.  :yes: What version of the software are you using, by the way?

Lastly, I like your approach to concept art very much. Simple, yet tremendously descriptive.  :D
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Offline Quanto

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Re: Stellar Assault FSO - A Pet Project
I am using an older one, Silo 2.0, not 2.1 which is what you will likely be using.

Silo is a great program once you figure out what each tool is in relation to that of other programs.

If you are familiar with 3DS, the Silo Bevel Tool is more like Champfer in 3DS, and the "Select Ring" button does not appear in the default configs, so you have to customize the menu yourself and add one. But for the most part, nearly every tool you need is right there on the screen.

Oh and the Smooth Tool is equiviliant to "Relax" in 3DS. So of these things just need to be mentioned.
« Last Edit: October 29, 2009, 07:33:46 pm by Quanto »
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Quanto

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Re: Stellar Assault FSO - A Pet Project
ENEMY FIGHTER SHOWCASE

Got another model done. This time it's the second best Enemy Fighter, the Piercer.
This one is a lot like the Feather 1 in Design and Purpose. Its actually faster than the Feather 1 and has the nearly the same agility. It is also the only enemy fighter Equipped with their own Equivalent to the Human Multi-Target Missile Array. However these take longer to achieve lock and can only target up to 8.

« Last Edit: January 27, 2010, 08:24:17 am by Quanto »
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Quanto

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Re: Stellar Assault FSO - A Pet Project
Ever have one of those days where you find yourself listening to some really good music and all you think to do while listening is be creative? I'm having one of those nights, and so I've produced yet another model. This one is the Quad Cannon. In the 32x Version of the Game, you run into these a lot, and they really are the workhorse of the enemy fleet. A good all around fighter, its both sleek and beautiful. Plus those four laser cannons give it a little extra killing power.

« Last Edit: January 27, 2010, 08:24:33 am by Quanto »
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Quanto

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Re: Stellar Assault FSO - A Pet Project


As has been mentioned throughout this thread, this game/mod/total-conversion is a remake of a game developed in Japan for the Sega 32x and Sega Saturn. Visually and Stylistically this game is going to be closely based off of the 32x version. Most of the remodels I have done have been strongly influenced by the Models found in the 32x Game. Gameplay will also take most of it's cues from the 32x Version.

However, nearly all PC Space Sims have a strong and heavily outlined story. The 32x game, did not. The entire story to the 32x game was told in three paragraphs in a black & white instruction manual. Not much to work with. To paraphrase; “Our old enemies have attacked us in our home system and have deployed a massive laser cannon in orbit around the sun. Fight your way to solar orbit and destroy the weapon!”
That was the gist of the original story. No lie. The game consisted of 6 Missions;

The first has you attacking two enemy frigates and 12 Fighters. You destroy them all.
The Second Mission has you attacking a gravitational acceleration gate which was just used to Launch an asteroid at the earth. You fly in, destroy the acceleration gate and its capital ship escorts (1 Frigate and 2 Destroyers).  
The third mission had you flying into the asteroid belt and killing off the booster ships that were used to move the asteroids into the acceleration gate in the first place. These booster ships are of course guarded by a compliment of fighters and two light cruisers.
The 4th Mission has you taking on an entire fleet of ships. 4 Frigates, 3 Destroyers, 2 Light Cruisers, and a Battlecruiser.
The 5th Mission has you launching an attack upon a Carrier and its two BattleCruiser escorts, the Carrier is called the Ganazula and is a beast of a ship. (Re: Gigantic). You actually fly inside it and destroy it's main reactor to kill it. It is invincible otherwise.
The Final mission has you in close orbit around the sun (omg, blindness). Where you confront the big bad laser weapon. You destroy it and win the game.

Why did I bother explaining every mission? Well, there was only six, and you could beat the whole game in under 30 minutes if you were good at it.

The Japanese-only release of the Sega Saturn version expands on the original by creating a total of 14 missions and they are insanely hard. (I've only made it to mission 12 myself.) Unfortunately, whatever story was made for this game will never be known because ALL of the dialog is in Japanese and no one has bothered translating it. I would also like to point out that it had too much dialog to begin with, and that 55 – 65% of the time in every mission was spent in autopilot listening to the moonspeak between you, your wing mates and your nav-computer. So the Saturn version while an improvement, has its flaws.
My goals in this PC version made by westerners is that we take the good points of both the 32x game and the Saturn game, combine them, and leave out the bad parts. Many of the missions in the Saturn Version are based off of the 32x missions. You still need to destroy an acceleration gate, and fight in an asteroid belt. There is still a HUGE fleet battle halfway through and you blast your way through a lot of light cruisers.

However, there were several really cool missions original to the Sega Saturn version. Like flying inside the giant asteroid Ceres, and flying 3 missions in orbit around and in the atmosphere of a Terraformed Venus. The game did a great job immersing the player within its Universe, even if you don't understand Japanese.

So, while the story is a blank slate, one thing I heartily thank the Japanese developers for in this game, is the SOLID and SIMPLE gameplay, and absolutely beautiful ship designs, I mean, the ships in both games are completely gorgeous. Its my firm opinion that every ship designed by every Western Space Sim developer is completely ****ing ugly compared to the ships and fighters found in these games. The mechanical designer who drew up these ships was one inspired dude. Every ship looks FAST, even when sitting still.

With  all of this in mind, I think that with the combination of some damn beautiful ships, and a  story written by a westerner, inspired by the combined missions of both games; a great game could be made legendary. The originals are just SO DAMN GOOD, that I want to relive them on modern hardware with modern graphics, and hopefully even great a great multiplayer game.

Thats right, I said it, a multiplayer game. First and foremost, the core gameplay will be ironed out, and a few multiplayer missions will be made. As a means to test out the game mechanics and perfect the gameplay before the single player game is finished. As a general rule, I intend to do for the Space Combat Genre what Soul Calibur, and Counter-Strike have done for the 3D Fighting Game, and First Person Shooter. I want to create a fun, noob friendly game that also Challenges and Enthralls veterans of the Genre. Hopefully bringing back a few more people to these games that I've grown up loving, and have spent the last ten years sorely missing. Maybe that would convince some commercial developers that there is still money in the Genre.
( I AM SO SICK OF FPS's, RTS's AND MMOs!!!)

Now here is the deal, I am an artist and writer, not a programmer. I can pull together a story, the artwork, and the 3D Models, but putting them into a usable engine is a road-block I am having difficulty crossing. I badly need programmers to help me pull this all together into the great game I imagine. I am fully willing take suggestions and criticism from potential team members so long as they at least take the time to play the 32x version of the game. (The Saturn version is ultra rare and insanely hard to acquire even on emulator. The going price on retro game resellers right now is $100 for the 32x cartridge and over $200 for an imported Saturn disc.) I can provide the 32x Rom for anyone interested (just pm me.)

This game will NOT be in closed development, as it is going to be based on an open source engine (either Freespace Open, or Vegastrike), anything discovered during the course of it's development will of course be shared with the community surrounding the respective engine. I still haven't decided on an engine that I want to use, the FSO in the title stands for “First Strike Operations”, not Freespace Open.  Its just a convenient acronym. Just as the Saturn Version was called “Stellar Assault SS”, I'm keeping with a theme. Third game --> three letters in the acronym.

Alright, I've spent a lot of time talking about the ideas behind the game, and how much I love it, and that I want you to love it too. But what about this story written by a westerner that I keep promising?

Here we go...



The setting is some time early in the 33rd Century. Mankind has not ventured very far outside the solar system, but we have developed highly advanced technology, and have colonized and terraformed all three Terrestrial planets worth terraforming. Venus, Earth, and Mars.
Wait, what? We terraformed Venus? How?
That is central to our story here believe it or not.

Venus is the same size and mass as the earth and orbits within the sun's “habitable zone”, however, there are several factors that lead to it being a hellish hothole.
First, there are a ton of volcanoes. So many that they created a massive greenhouse effect and forced the planet into having the hottest surface temperature in the solar system.
Second, the other factor to this super hot surface is the fact that the planet's day takes longer than it's year. So it spends a lot of time baking in the sun. This probably isn't helping things.
Third, the whole atmosphere isn't just hot, but acidic, so not only do things get baked, they get dissolved away at the same time. There is water on the planet, but it is just so damn hot, that all of the water stays evaporated in the upper atmosphere.

So how does Hellish Venus get turned into the paradise that was imagined during the Victorian Era?

During the 22nd Century, the world eventually unifies due to a heavily intertwined global economy and a general desire worldwide for peace. The UN forms global government and massive monetary and human resources are put into the rapid development of the Martian colonies, the planet is colonized by rapid industrialization with factories the pollute worse than 1950s factories. The greenhouse gases raise the Martian temperature and thicken the atmosphere and allow the planet's water to liquefy. Mars develops nicely and over a few hundred years, turns into a global Tundra/Siberian climate. To facilitate the rapid Martian colonization, the global government creates a corporate entity whose sole purpose is to develop, exploit, and colonize the solar system.

The Company is called “Synthesis” and anyone familiar with their 18th and 19th century history could label this company as a historical  parallel to the British East India Company or the Dutch East India Company. Synthesis is the first to begin financing the full scale exploitation of the Solar Asteroid field and puts their Base of Operations buried inside the dwarf planet Ceres. Synthesis makes incredible profits from the mining operations throughout the asteroid belt and actually possess more funds than the United Earth Government.

Using this money, Synthesis proposes to the UEG the possibility of Terraforming Venus and creating a tropical paradise there. After a long deliberation, the UEG gives Synthesis the “Go-Ahead” and they begin building a fleet of mobile gravitational acceleration gates. Over 100 were built in total and they were all moved from the asteroid belt to the Kuiper Belt. 1 Gate in particular was large enough to move a KBO the size of Pluto. Booster Ships originally meant for moving asteroids around in the asteroid belt were now being used to shove whole Comets into the 100 Acceleration Gates. Each one carefully aimed on a crash course for Venus. Each comet was put on course to impact venus as just the right angle to give the planet a 24 hour rotation, instead of it's original 584 days. These impacts also served to implant water and oxygen into the planets atmosphere.

Finally, using the ultra gate, a large Pluto sized KBO was launched towards Venus with the careful trajectory to give the planet a moon so that it would have a stable rotational axis. (A smaller KBO was sent to Mars as well to stabilize the Martian axis. It took 300 years for the Venusian atmosphere to calm down and stablize. The water in the atmosphere, finally cooled off and began raining back down upon the surface. Oceans formed and it was soon found that Venus would have even less land cover than Mars. (The combination of water from the upper atmosphere combined with the water from the comets created a rather large ocean.) Synthesis genetically engineered tropical plants to survived on Venus just as they had Alpine plants for Mars. By the end of the 31st Century, Venus was fully habitable for mankind and the profits gained from Venusian habitation has earned Synthesis even more money than the combined mining operations system wide.

And so, it is now the early 33rd Century, Venus, Earth and Mars are ruled by a combined government called the United Solar Worlds. Synthesis, has begun projects outside the solar system, mostly in and around Alpha Centauri. However, profits have been limited in that area and life is difficult for the colonists. However, less than a decade ago, a probe returned from the Vega star system revealing a solar system ripe for colonization. No earthlike worlds, but several moons that were Terraformable by way of comet collision (as was done with Venus). Synthesis gathered 50 acceleration gates (25 completely brand new, and a lot larger.) And took course for Vega.



At this point, it is important to mention the Military culture that has grown within Synthesis, much like the British East India Company, Synthesis has their own military that answers only to the board of directors. Known as the Sythesis Space Force (refered to as the SSF from now on). The SSF is a full blown military organization with its own fleet. It is also the SSF that protects and controls the Gravitational Acceleration Gates. When Synthesis sent their gates to Vega, they also sent more than half of their fleet.
2 Battle Carriers, 4 Escort Carriers, 18 Light Cruisers, and 66 Frigates.
The total military size for Synthesis consists of 3 Battle Carriers, 8 Escort Carriers, 26 Light Cruisers, and 108 Frigates. None have ever seen combat.

The Solar Government also has 3 large fleets. Mostly because many on Earth did not trust Synthesis as being the lone military force in the Solar System. (By this time, much of the population has grown to distrust Synthesis and wanted protection from unjust corporate policies.)

The Solar Government Navy consists of 5 Battle Carriers, 7 Escort Carriers, 44 Light Cruisers, and 130 Frigates. Military strategists and thinkers in both the SGN and SSF have long believed that combat in Space would consist of massive Carrier Engagements with Fighters to destroy the enemy Carrier. (Much like naval warfare in the 20th and 21st Centuries).

Fighters used by both the SSF and SGN are the Feather 1 Interceptor, Feather 2 Space Superiority Fighter, and the Feather 3 Torpedo Bomber. Most ships in the SSF have a Red/White/Graphite Color Scheme while ships in the SGN use a Blue/Off-Blue/Graphite Color Scheme.
Both the Feather 1 and Feather 2 have atmospheric flight capabilities.


Also, Here are some updates regarding the Artwork. I've remodeled the Feather 1, and a few other ships. Here is a picture of the new Feather 1. And also a Size Comparison chart for the fighters.

« Last Edit: January 27, 2010, 08:25:32 am by Quanto »
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Commander Zane

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Re: Stellar Assault FSO - A Pet Project
Wow that is quite a post. :D
Bottom two ships look really nice.