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Thread: Graphics / Models / Hovercraft

  1. #11
    thinBasic MVPs kryton9's Avatar
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    Re: Graphics / Models / Hovercraft

    Reading the design documents that Michael wrote, it seems like making parts that can fit together might be the way to go. I don't know how putting parts together will effect Physics work for the coders, what do you guys think?

    Just as an idea to give custom looks the parts could be main parts such as these:

    Front Lights
    Back Lights
    Front Compartment (could be engine, or fuel storage and auxillary equipment)
    Back Compartment (could be engine, or fuel storage and auxillary equipment)
    Driver Compartment (single driver or do we provide space for driver and copilot/navigator)
    Engine(this could be different shaped pods for propulsion that are attached to the Front Compartment or Back Compartment)
    Weapons( Different Vehicle types might have differnt weapon layouts, so picking a vehicle type effects how many and the types of weapons you get)

    I am not sure about the dimensions, for instance if the view is inside from the drivers view (first person) or like a chase cam in most racing games.
    Perhaps the length does not have to be that long as possible now. Since you will see from behind the vehicle in chase view, having more detail in the rear section seems like a focus and an internal cockpit view.

    Do the game designers envision other views?
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  2. #12
    thinBasic MVPs Michael Hartlef's Avatar
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    Re: Graphics / Models / Hovercraft

    Once the story and the game background is set, we cna think about how the vessels could look alike and then think which parts could be replaceable. I see the replaceable parts mostly like upgrades. Better engine, faster racing, better wings better steering, different hull, more control. Things like that.

  3. #13
    Super Moderator Petr Schreiber's Avatar
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    Re: Graphics / Models / Hovercraft

    Hi Kent,

    my idea ( from programmer point of view ), is to create kind of "authoring" tool for hovercraft pieces.
    It would allow you to load engine model for example, and assign some "real" data, like how much power it can give, how much it weigths, and where does it connect to main chasis. This parts could be assembled in hovercraft editor.

    Could be fun to have body very light, with extra strong engines but low ability to steer ( like Trabant with jet engine ), or the opposite ... so player decided how can he drive according to his custom tuning. I think this would make game quite rich, and pilot could scale his plane better to his driving style.

    I am thinking of special part called "deflector", which would influence ability to steer vehicle. But maybe it could be part of engine characteristics to not complicate stuff too much.


    Petr
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  4. #14
    Senior Member Lionheart008's Avatar
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    Re: Graphics / Models / Hovercraft

    hi all...

    my idea ( from programmer point of view ), is to create kind of "authoring" tool for hovercraft pieces.
    It would allow you to load engine model for example, and assign some "real" data, like how much power it can give, how much it weigths, and where does it connect to main chasis. This parts could be assembled in hovercraft editor.
    short input... I like this idea...from petr...

    - perhaps the driver/pilot can 'choose and change' his driving motor engine from the start until the end of the race (first a trabant or vw beetle chassis with big power engines) and if the driver can efforts more power and skills to 'buy' or earn points to get more power to the vessel and the engines (for example best of the engines a 'ferrari' engine) to win last not least the race

    - all pilots should have the same start options (less engines, less power...) and should earn during the race her new engines with her abilities and skills... perhaps the pilots can get so a new cockpit (new gui) for each hovercraft object with more power and abilities..

    if I change my car from vw beetle to a new bmw or porsche, the cockpit changes and the power engines too with new displays and technical advices...

    - best regards, Lionheart...
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  5. #15
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    Re: Graphics / Models / Hovercraft

    If it is not too much additional programming...

    My suggestion that I made for topdown3d would work great here.

    Creating a single "Body core", with a designated set of accessories to "Pimp out" your ride as upgrades.

    (Even if it is just specific to each model.)

    Wing1, 2, 3 (S, M, L)
    Guns1, 2, 3 (S, M, L)
    BodyShape1, 2, 3 (Non streamlined, modest streamlined, super streamlined)

    The items would just need a "Stem" that protrudes into the main body, so altering the placement and scale, makes them keep the same shape. The changes would be nearly microscopic, but enough to notice change. The textures could change slightly also. (Adding a "Noise map" to alter color to make it look dinged, or dirty for the cheap stuff, while the good stuff is clean an bright colored. You could change the light-reflect to simulate dull and old, or shiny and new, if adding a noise map is not a possibility.)

    The body-shape would be a controversial object. (Making three body models might defeat the purpose. Though, stretching the height of the whole object, would simulate a slower design. While "Thin" represents streamlined.)

    The other objects would be only one object, but could be scaled separate of the other objects.

    Gun 1
    Wing 2
    Body 3

    Guns = faster shooting, or more power, or one, and then the other... (First getting faster, then more powerful.)
    Wing = better control, more responsive to actual input, less delay, or over-steer
    Body = faster acceleration, or top speed, or one and then the other...

    (Wouldn't matter which you choose... and upgrade is an upgrade. The size changes with each upgrade, only two upgrades each, but possibly only three or four total upgrades per ship... Thus, keeping it still a strategy to your play style.)

    You could easily make 8 racers, but have the illusion of more. (If the objects are scaled and possibly also relocated... forward more, out more, in more, back more, upside down.)

    If we use only grey-scale for details... you could allow colorized pallets, or just a colorization, to provide a feel of more variety...

    If you designate a "Blank" surface area... as untextured... You can use that as the "Identity color", or as "Color 2". (Like having a trim-accessory on the object. Engine cover, edge slices, wing-tips, jet-flaps.)

  6. #16
    thinBasic MVPs Michael Hartlef's Avatar
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    Re: Graphics / Models / Hovercraft

    Guys, I think for replaceable parts we won't have time for it. There is a lot of coding involved in this. We have allready used up 1/6 of the time we have to develop the game and I think we should leave this feature out.

  7. #17
    thinBasic MVPs kryton9's Avatar
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    Re: Graphics / Models / Hovercraft

    Sounds good to me. So we just make whole gliders then, sounds like a nice simple solution.
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  8. #18
    Super Moderator Petr Schreiber's Avatar
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    Re: Graphics / Models / Hovercraft

    Mike,

    I am happy from your decision, I think it is good one.
    Multiple parts would be fun, but it would also mean much more testing, much more artwork...


    Petr

    P.S. Even if we decide for some engine upgrades for example ( in case we finish the game too early ), we can simply use different color of particles.
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