Star Nomad 2, Updated Trailer!

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Post » Sat Aug 22, 2015 11:34 pm

Thanks.. it's going okay so far..

I saw some of your footage, not sure if it's old or not..but I'd suggest to not make the planets spin so fast. If you want them to spin, have their rotate speed be like 0.5 or 1. And I'd also suggest put them on their own layer, Parallax 30 or something.. so they scroll at a much slower rate.. it will help give some depth and the shear "size" of space. I'm doing this in my game. see here..
https://vimeo.com/137027609
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Post » Sun Aug 23, 2015 12:25 am

@jobel

I haven't got a recent video after I did a planet overhaul. But they are all on different layers, further ones parallax 10, 30, and the main ones at the front are at 100, layer below ships. They also all have multiple atmosphere layers that separate and spin at different speeds to give more depth.

Here's an example, the top right planet is further back on a 30 parallax.
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The smaller planets & moons are on 10/30.
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The little planets on the Star-Map match the one in the system and they also match it in rotation.
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Post » Sun Aug 23, 2015 12:32 am

excellent.. yeah that made a huge difference for me when I implemented multiple parallax layers.. I have some background stars on 8,8 and some others on 12,12, other "local" bodies at 25,25 etc.. took a lot of tweaking, but its worth it..

that first background looks great! is it a static image? or are you adding dynamic stuff to the scene? I'm building nebulas and swirling gases for each level - I have little pieces and I build them randomly around the map (not the most efficient way I don't think)... and my "radiation layer" is a tiled background..
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Post » Sun Aug 23, 2015 12:45 am

I overhauled the BG setup recently to spice it up.
The BG is semi-dynamic, using some static images & shimmering stars & gas nebulas that move slowly in motion. But nothing major or "pop". Mostly dark & subtle.

I like this approach as it gives a sense that the universe is alive, without being a distraction that takes away the focus, which should be on the ships.

@jobel
Also, if you do planets, give them a dynamic atmosphere, it really takes it to another level in depth perception. Its worth the extra effort!
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Post » Sun Aug 23, 2015 1:13 am

I will have some planets.. only gas giants and other similar types..nothing you could land on.. has to do with the game premise.

I unfortunately shaded my planets so I can't really spin them without them looking somewhat wrong. To do a dynamic atmosphere (or troposphere :) ) I'd probably have to do some sort of animation loop on top of the base planet sprite. I might look into it..
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Post » Sun Aug 23, 2015 8:00 pm

Sweet visuals
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Post » Fri Sep 04, 2015 4:00 am

@TreasureZA Thanks!

This is the last module for Star Nomad 2 and it's DONE!

Random Encounters (every-time you jump into a system, there's a chance to trigger some encounters, specific for that region/faction/etc) is a large part of the game, finally getting a lot of it sorted out, here's one of them:

https://halfgeekstudios.files.wordpress ... enc-01.jpg <- fullsize
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Yes & No choices have direct consequences, some small, some big.

This one won't end well... for the people at the port. ;)

But it can end very nice for a merchant willing to haul Meds, Firearms & Security Droids! :D

Keeping players on their toes, never knowing what to expect!
https://halfgeekstudios.files.wordpress ... enc-02.jpg <- fullsize
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Post » Mon Sep 07, 2015 5:11 am

It's about 90% done, I've made a trailer here:

https://www.youtube.com/watch?v=eGP2mn6cd_w

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Steam Greenlight @ http://steamcommunity.com/sharedfiles/f ... =513945382

If you like it, please help out with a Yes vote. Thank you! :mrgreen:
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Post » Mon Sep 07, 2015 11:01 am

Voted Yes, followed, added to favorite.
btw, nice trailer
Mad_Spy
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Post » Mon Sep 07, 2015 11:40 am

@MadSpy Thanks!
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