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Re: WIP development sneak-peeks (image heavy)

PostPosted: 21 May 2014, 16:09
by Julius
yep! starting to look really decent.

Re: WIP development sneak-peeks (image heavy)

PostPosted: 03 Jun 2014, 22:40
by fr1tz
Some screenshots from Ethernet mode:

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Re: WIP development sneak-peeks (image heavy)

PostPosted: 04 Jun 2014, 21:05
by Julius
what is that golden band at the horizon? Otherwise cool... btw any further plans on the RTS components brainstormed a while ago?

Re: WIP development sneak-peeks (image heavy)

PostPosted: 04 Jun 2014, 22:17
by fr1tz
The golden band was just supposed to appear on the walls that surround the playing field (to add some color) but the zone used to create it "cuts" into some of the terrain :)

Just today I was thinking a bit about RTS elements. Primarily because I'm too lazy to implement a proper AI for computer-controlled players.
But it's def. something I want to pursue once the core elements of the game have been polished.

Re: WIP development sneak-peeks (image heavy)

PostPosted: 28 Jun 2014, 07:53
by fr1tz
Trying out different team colors:
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Re: WIP development sneak-peeks (image heavy)

PostPosted: 29 Jul 2014, 02:47
by fr1tz
Some footage from testing sessions on the way to 0.1.0...

youtu.be/Y4lzmtgdpCc

Re: WIP development sneak-peeks (image heavy)

PostPosted: 29 Jul 2014, 13:08
by Julius
Looks awesome, however the overall level scale seems a bit too large, as gameplay is a bit similar to Tribes, one could probably have a look at the scale of those levels.

The weapon models also need work ;) Maybe I will give it a try if you can give me some pointers on how to get them into the game.

Edit: seen this? http://www.gdcvault.com/play/1020583/An ... e-Approach
If you could get smooth animations like that in TO, that would be soooooo great :D

Re: WIP development sneak-peeks (image heavy)

PostPosted: 29 Jul 2014, 19:15
by fr1tz
Oh yeah, virtually everything in the game right now is a placeholder. The game needs new models, sounds, music and more (and better) maps.

Re: WIP development sneak-peeks (image heavy)

PostPosted: 30 Jul 2014, 16:04
by Julius
I talked to the guy who did this:
http://opengameart.org/content/xonotic- ... -model-wip (isn't going into xonotic in case you wonder AFAIK)

And he promised to share an updated version of this "shotgun" and other similar weapons models (see here for some very old WIP pictures: http://forums.xonotic.org/showthread.ph ... 0#pid31840 ) he did, when he finds some time to clean up the meshes a bit and add a UV map.

I think with an alternative texture these might look quite awesome in TO :)

Re: WIP development sneak-peeks (image heavy)

PostPosted: 30 Jul 2014, 17:07
by fr1tz
Cool, but also fairly complex. I think its important that all the new weapon models use a similar art style. So if TOL were to use this, the other weapons would have to use a similar style.

Re: WIP development sneak-peeks (image heavy)

PostPosted: 30 Jul 2014, 17:40
by Julius
I agree, lets wait and see what and when gets released and if that guy maybe finds the time and motivation to do a full set. If not I might give it a try to do some "remixes" ;)

Re: WIP development sneak-peeks (image heavy)

PostPosted: 18 Aug 2014, 00:36
by fr1tz
Sketching out new Ethernet map:

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Re: WIP development sneak-peeks (image heavy)

PostPosted: 24 Aug 2014, 02:25
by fr1tz
One of the players recorded last week's play session and made a montage. This is probably not the final version but I think it's already neat enough to post here.


youtu.be/e5bck6DsHNc

Re: WIP development sneak-peeks (image heavy)

PostPosted: 24 Aug 2014, 17:06
by Julius
the video has been removed again...

Re: WIP development sneak-peeks (image heavy)

PostPosted: 24 Aug 2014, 17:35
by fr1tz

Re: WIP development sneak-peeks (image heavy)

PostPosted: 24 Aug 2014, 20:19
by Julius
nice ;) Has there been some color enhancement? It seems much more saturated than on my system.

Re: WIP development sneak-peeks (image heavy)

PostPosted: 24 Aug 2014, 21:58
by fr1tz
Yeah it looks like YouTube saturated the image.

Re: WIP development sneak-peeks (image heavy)

PostPosted: 26 Aug 2014, 18:42
by fr1tz
Two WIP screenshots of ETH3:
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I'd like to make a 0.2.0 release at the end of the month that includes a fairly finished version of this map. If there's enough time, I'd like to make and include another ethernet map, one that adheres to mray's style guidelines.

Re: WIP development sneak-peeks (image heavy)

PostPosted: 27 Aug 2014, 04:50
by Wuzzy
Great! I am glad to see this. :-)

Re: WIP development sneak-peeks (image heavy)

PostPosted: 31 Aug 2014, 22:26
by fr1tz
The return of the beams:
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Now also for Etherforms (while in one of their team's zones):
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And a little more flashy while the form is repairing:
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Re: WIP development sneak-peeks (image heavy)

PostPosted: 01 Sep 2014, 09:12
by Julius
Hmm, I think you should be careful not to introduce too much visual clutter. The cat beams might be necessary to explain game-play, but the simple etherform beam es shown in the second shot is sufficient I think (maybe it could pulsate as long as it is repairing?).

Re: WIP development sneak-peeks (image heavy)

PostPosted: 04 Sep 2014, 06:10
by fr1tz
Giving the HUD concept mentioned in IRC a go:

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Damage buffer and health are currently only visible by checking the graph in the top right corner, although you're only supposed to look at it in etherform, where it stops updating and let's you examine the last few seconds of gameplay.

Re: WIP development sneak-peeks (image heavy)

PostPosted: 29 Dec 2014, 12:23
by fr1tz
Current Territory Generator concept:

From a distance:
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Closer:
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Attacking enemy Territory Generator:
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Re: WIP development sneak-peeks (image heavy)

PostPosted: 31 Dec 2014, 17:03
by mray
Wow, i like the laser beam to the sky - idea!
I guess it is meant to be a landmark for zones.
It connects sky and terrain nicely.

Re: WIP development sneak-peeks (image heavy)

PostPosted: 08 Mar 2015, 04:29
by fr1tz
So I've been working on the HUD the last few days. Tried many things, most of which didn't work. Hopefully those failures put me on the right track, but for now the HUD is still a mess. So this post is not about the actual HUD, but how the world under it is rendered. For fun I put a subtle overlay over the rendering of the world:

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You might barely able to spot it in the picture above, but it's more visible in the one below. For fun I added a post effect that makes things blurrier depending on your zoom level:

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So again for fun I put in another view mode, where you trade color and fov for sharp zooming:

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Right now I find myself often playing with a little bit of zoom because the blurry/blocky visuals look kinda cool imho :)

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