Star Nomad 2, Updated Trailer!

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Post » Tue Jun 02, 2015 6:37 am

Dude this is looking amazing! Great job so far!
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Post » Thu Jun 04, 2015 11:49 pm

Seeing a game like this reminds me I have so much to learn, ha.

The layered approach to showing outerspace is a great idea. It makes the world seem so deep.
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Post » Fri Jun 05, 2015 12:31 am

@MadSpy
@Bonesey
Thanks! It's nice to know I'm on the right track at least! :D

@icugigasoft
I felt the same when I first saw Aurel's The Next Penelope at the start of last year. It was my wake up call. Back then I had no idea how to make a complex game, so I learnt by making Star Nomad, that taught me a lot and I felt confident enough to embark on making a game that I've always wanted, but just lacking in talent to do.

That's the cool thing about C2, it looks and is simple to use, but it offers a lot of depth, as much as you need to make the most complex of games.
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Post » Tue Jun 16, 2015 1:47 am

Update: Planet art overhaul

Major planets will be the main destinations for the bulk of the game, including conquest, as such they need to look impressive & unique.

In order to achieve that, I have separate sections that can assemble to make unique looking planets, ie, landmasses, oceans, other terrain features so there’s going to be lots of variety in SNII.

The atmosphere has a few layers which are semi-dynamic to give it depth, especially in motion and the dark crescent corresponds to the star within that system.

Open image in separate window for full size: https://halfgeekstudios.files.wordpress ... net-02.jpg
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https://halfgeekstudios.files.wordpress ... net-03.jpg
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https://halfgeekstudios.files.wordpress ... net-04.jpg
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When you approach and slow down, a docking icon appear and its just a simple click to request docking. I’m planning on doing some NPC comms, confirming docking or denying docking (based on faction standing).

Currently I’m undecided if players should be able to dock during combat or not… there’s pros & cons that need to be weighted carefully, but I dislike the idea that combat engagements can be instantly disengaged with zero risk.
Last edited by Silverforce on Thu Jun 18, 2015 3:23 am, edited 1 time in total.
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Post » Tue Jun 16, 2015 10:28 am

Planets do look awesome. Keep up the great work. Are you using your experience with molecular biology to create resilient bugs in your programming code? Oh wait...nevermind...that's probably not a good idea.
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Post » Thu Jun 18, 2015 3:54 pm

One word @Silverforce ... Impressive! Keep it up!
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Post » Thu Jun 18, 2015 11:52 pm

Very nice work.
https://www.ravenheart.ca/home
Company name changed to avoid Facebook-type shenanigans

"Someone once told me I bite off more than I can chew...

I told them I would rather choke on greatness than nibble on mediocrity."
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Post » Fri Jun 19, 2015 8:51 pm

Loving it, @Silverforce! I can't wait to see it all come together. :)
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Sun Jun 28, 2015 6:30 am

Thanks guys!

I've decided to move away from a static BG and make it more dynamic.

Now it's a base nebula type without stars, add dynamic shimmering stars , add some storm fx, make it darker and add more parallax dust specs that's visible only when players are flying/moving (to give it depth perception).

By doing this, I can do away with the dust cloud parallax layers that gave the game a faded look, as some of the earlier art input was correct. Now it looks sharper & the moving nebula clouds & stars raise the overall feel a lot.

https://halfgeekstudios.files.wordpress ... port-3.jpg
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Better?
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Post » Sun Jun 28, 2015 9:35 am

@silverforce

This just keeps looking better and better
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