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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: EXILE Development
Type99/Bren gun style designs (ie top loading mag) have side-mounted sights for the most part. I might do some doodling for this tonight, my brain isn't in the right place for coding at the moment, sorry guys. Me and SneakyMax are still talking about how we're going to do various aspects of this though. Should happen at some point.
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Tue Aug 10, 2010 5:46 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: EXILE Development
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Tue Aug 10, 2010 11:40 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: EXILE Development
Redraw again. I like the name Type 2000 for it. Also a shameless rehash of your player art to see how the Type 2000 would look with the guy. Do you like it? btw, i really like the clone trooper, but i think he would look even nicer in a slightly more orange suit. i liked the hazmat feel in promsters concept. I also have some neat ideas for flora that i can sketch up if you want?
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Tue Aug 10, 2010 2:24 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: EXILE Development
That yellow suit is looking pretty good
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Tue Aug 10, 2010 6:47 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: EXILE Development
I'm using Arne's colours from that suit, lafe. @Robolee: glad you like it.
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Tue Aug 10, 2010 9:54 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: EXILE Development
Really? Must have mis-remembered. either way its really nice. btw, do you like the type 2000 or should i work on something else?
edit: maby the blue fire is from high argon in the atmosphere? argon is non toxic, glows blue when superheated, and is water soluble. it makes perfect sense. i have a neat concept of planetary ecology that explains why their could be argon, ill put it up in a bit.
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Tue Aug 10, 2010 9:58 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: EXILE Development
I hereby volunteer to write up canon, because I am capable of pseudoscience like you would not believe
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Tue Aug 10, 2010 10:25 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: EXILE Development
Granted. Make sure you read through Arne's story first and work from there, I like the whole evil empire expedition thing, and I'd like to have clones as mini/bosses, and likely triax. Go, build a universe. I'd like some fauna and flora to work with, just keep the plants pretty leafy.
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Tue Aug 10, 2010 10:32 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: EXILE Development
i think we should have two layers of life. Anoxic, or "Native", which live in the shallow warm oxygenless oceans and the certain caves. this is what gives off the argon. And oxygin relient, which is like earth style life. it was introduced by the ancient civilization that built proms tempile, and has spread quite a bit. it dominates the top ~70 feet of the ocean, and the surface. also, i think the ideal setting for the surface of this game is a coastal desert like the one in patagonia it goes from temperate forest to mountain to desert to ocean, which makes an ideal enveroment cause of its versatility. this type of environment also often has many natural minerals which would explain the ancient tunnels. http://en.wikipedia.org/wiki/Patagonian_Desert
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Tue Aug 10, 2010 10:43 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: EXILE Development
IIRC the crash site is a massive crater full of life. Versatility is good, but at the end of the day it means more art assets and coding for a small(ish) project.
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Wed Aug 11, 2010 5:19 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: EXILE Development
ideas.
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Tue Aug 17, 2010 12:42 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: EXILE Development
There should be more of a 'dent' in the ground and rocks. You gotta think were dealing with weapons and explosives that are far more advanced than our technology towards equipment. Small rocks and debris should be thrown around the explosion so it give the player a little more motivation towards "GET TO COVER!" kind of feeling, otherwise there would be a good chance of getting hit by shrapnel and taking damage so you would think twice before throwing one.
But these are just my suggestions.
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Tue Aug 17, 2010 9:35 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: EXILE Development
While I agree that the technology producing the explosions is most likely more advanced, who's to say you'd want a casualty radius larger than ~15m on a hand grenade anyway? As far as the size of dents go, grenades leave very little in the way of craters IRL anyway. BOOM that was actually just a cool picture, here's what frag grenades do to concrete. comparison with a strong planted IED (I think a car bomb, not sure).
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Tue Aug 17, 2010 9:56 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: EXILE Development
geti that last pic looks more like a couple artillery shells buried under the concrete
roughly
car bombs are fuggin' huge, can be up to several hundred pounds of explosive
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Wed Aug 18, 2010 1:47 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: EXILE Development
No I'd say that last one is pretty accurate. Look at this and tell me that wasn't an I.E.D.
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Wed Aug 18, 2010 1:52 am |
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