Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Ace on June 10, 2005, 05:14:28 pm
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Rimscape, the 2d space combat and trading game that wEvil, Venom, and myself have been working on is slowly but surely coming to fruition.
Here's a screenshot of the new GUI in the works, taken before a new game is started. When you first load the game, there's a demo in the background.
(http://www.savant-online.net/graphics/rs_images/rs_screen12.png)
...and a few 640x480 shots of gameplay with the HUD removed:
(http://www.savant-online.net/graphics/rs_images/scrn_1.png)
(http://www.savant-online.net/graphics/rs_images/scrn_2.png)
(http://www.savant-online.net/graphics/rs_images/scrn_3.png)
(http://www.savant-online.net/graphics/rs_images/scrn_4.png)
(http://www.savant-online.net/graphics/rs_images/scrn_5.png)
Once the new GUI is finished we'll be starting another round of balance testing.
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Wow, neat looking :)
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Your ships are bland and monotonous, and the effects look way too big. Aside from that... :yes:
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Well, I wanted to avoid a "technicolor spaceship" look. :)
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No worries of that here. ;)
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Originally posted by Ace
Well, I wanted to avoid a "technicolor spaceship" look. :)
still wouldn't hurt to have a few colored stripes/identifying markings
Also - the ships have always seemed a bit big in the regards of screen realestate they take up. From the beta you guys put up here a while ago, I remember it being hard to track a target because you couldn't see it half the time.
And finally, props to you guys for coming this far in a project :yes:
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Each faction has different designs, which should serve as identifiers. Plus the HUD displays ship names, faction color, etc.
The ships v.s. screen size isn't so much of an issue now due to the resolutions being higher in this version.
At 1280x1024 fullscreen the ships will be the size shown in these shots. The ships at 640x480 are actually scaled smaller than shown here. To be perectly honest, there aren't 640x480 shots, but are cropped 1280 ones. :)
Tracking targets will still be a little tricky due to newtonian physics, but generally you won't be blind-shooting at an offscreen indicator to hit a target unless using missiles.
The exact amount of scaling and the speeds of ships are all things that will need balance testing tweaking.
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And what platform is this for, again? I seem to recall something about PDAs.
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This version with the fancy GUI and OpenGL will be PC/MAC/Linux.
The software rendered version we're planning on porting to phones and PDAs.
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Sweet. I'd love to beta. ;) I just picked up an Axim X50v. :D