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 Concept art 
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Data Realms Elite
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Post Re: Concept art
Grif wrote:
Maybe bombies skimp on long-term organism survival organs in order to save weight/manufacturing time.

Namely, stomachs and stuff.

Waste material obvious gets put inside the false-stomach of the fat zombies; that's why they gib into so many chunks.

So within a few minutes of living, they'll be so full of ♥♥♥♥ that they burst into a large cloud of gore?


Fri Jul 30, 2010 7:21 am
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Post Re: Concept art
Yeah, pretty much. They're not units that you can use for any length of time is what Grif is saying.
Anyway,
Areku wrote:
- Imperatus seems very cool, but it's hard to tell just from the text. Pics plz? :P
Check back in the devlog. I'm fairly sure that there was some blackbot stuff in a post a while back.


Fri Jul 30, 2010 8:23 am
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Post Re: Concept art
3D 'bio printing' is an interesting technology that might be common in a few decades. Here's a video. Makes me think of the scene in The 5th Element.


Fri Jul 30, 2010 9:07 am
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Foa wrote:
So within a few minutes of living, they'll be so full of ♥♥♥♥ that they burst into a large cloud of gore?
No. They haven't eaten anything, and therefore aren't producing any faecal matter. What paul means is that there's no real digestive tract in the bombies (maybe a very short blind gut), and barely any organs at all. They aren't built for any sort of long term use, so being able to digest anything isn't a necessary function, -> can afford a less complex synthesis process -> can be produced faster. The "waste matter" build up is put into where the bombie's guts would be, giving the appearance of "fat" bombies every now and again.

Also yeah, the bio-printing reminds me of 5th element a lot, I got to see some 3D printing stuff and synthetic organs while I was on a science forum for a few weeks in the new year holidays.


Fri Jul 30, 2010 9:31 am
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Data Realms Elite
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Post Re: Concept art
What about the fat zombies that are spewed out of the vats in the same time as the thin ones. :l
Just need a little fix there.


Fri Jul 30, 2010 11:40 am
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Post Re: Concept art
Foa, read the last part of Geti's post. He's saying that all the waste material that is produced by these cloning vats in placed into the zombie's gut every so often, thus making fat zombies.


Fri Jul 30, 2010 4:39 pm
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Post Re: Concept art
Will browncoats be added later or did you throw them out ?
I hope they are still in.


Fri Jul 30, 2010 5:59 pm
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Post Re: Concept art
It would be fun if other factions were included too. The more the merrier I guess. I'm not gonna poke my nose into the design of those. I'm just trying to formulate some kind of fluff baseline with the stuff I'm working on now.

The Bombies are most likely faster to produce than finished bodies (but not massively faster). The control ship was damaged when it was tampered with (hacked to gain access), so the bodies are not coming out properly. Alchiral are not too happy about their technologies falling into the wrong hands, so they used a honeypot. Instead of a transmitter/receiver in the heads of the bodies, there's a simple chip programmed to attack anyone nearby, hopefully the thief.

Also, if the bodies had simply been unfinished they would be skeletons or flayed humans. Corrupted data lead to corrupted and miscolored bodies. Uzira who grabs the chip later only manages to get skeletons out of it because the data for the outer layers was too damaged.



I nibbled on the starshipsheet. Also drew a sheet with OSA aliens, but it's still too rough to upload.


Fri Jul 30, 2010 6:33 pm
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Post Re: Concept art
Great work on the ships, the Prospector is my personal favourite, but I can't seem to make sense of the troop transport. Care to explain how exactly it would work?


Fri Jul 30, 2010 9:42 pm
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Post Re: Concept art
Great concept art.


Sat Jul 31, 2010 4:07 pm
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Post Re: Concept art
I'm getting a bit confused how should I call you? Arne or Promster, other... ?

Anyway, I wanted to ask about the enviroment in Cortex Command. Namely the planet.
Do you have any big visions how the planets eco-system works and what kind of features can be seen in gameplay. I'm trying to make the planet, the enviroment you fight in very alive and interesting.
But obviously it wont be too distracting, but still do its thing in the background to give a sense of nature being around you while you do your battles.


For now, we currently have these ideas planned:
-Terrain is layered into different strengths, with harder materials as you go deeper to the planets core.

-There are several types of enviroments visible from orbit: Forests, Hills, Mountains, Deserts, Cold tundras, Sea.

-There exists a crab-based fauna of many variations that have inhabited all areas of the planet.
Certain areas obviously will feature more of certain types of crabs compared to other enviroments.

-There is flora on the surface that grows on topsoil around the planet that so far consist of grass plants of sorts. And we've seen ideas for interactive types of flora like exploding plants and plants that shoot of hats that can harm things.


What I want to find out is this:
Are there arctic areas on the planet with snow and ice? (Polar caps)

Are there any volcanic areas with active volcanoes and do earthquakes or other disasters (meteorites) occur on the planet? If so, these can be used in gameplay as enviromental hazards. It would be great to get more information on these and where might they occur.

Any tips when creating terrain and how large should maps generally be?

What plans do you have for Sea enviroments? Is there special underwater flora and fauna down there like Crabfish, Crabsharks, Armored-Crab-Octopus-Whales or similar? The way the water works ingame is demonstrated as a mod in here. (and no, Hydro plus itself or part of it will not be official content).

During a battle, should the eco-system grow new plants and do crabs reproduce and how do they do it?
The question is how did you think the enviroment would keep living and growing while you blow it up?

How does the day cycle work in the game? Are there nights, or is it always sunny and cloudy everywhere?
Since with this, we could make backgrounds to give different feels to the time of the day. Like a sunset BG or a sunrise BG or a night BG.

Is there rain, wind, snow, hail or such enviromental things in the game? They're all doable, even tornadoes, thunder and lightnings lol.

What are the forests like in the game? One thought was that only craft can collide with them along with bullets, but soldiers can pass right through them.



One thing you could do is make some landscape image views of each enviroment that is present on the planet. One for the forest, the mountain areas, underground, tundras, deserts, and sea (shore and underwater). The pictures would also show what flora and fauna might be present in those certain areas. These images would show the concept of how the enviroment looks like and what it includes.

Here's an example what I mean: (without text through, I just added text to clarify what I mean.)

Image


Another picture of the planet and what enviroments I can see on it are roughly indicated here:

Image


Sat Jul 31, 2010 5:47 pm
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Post Re: Concept art
What's the story behind the crabs becoming very abundant?


Sat Jul 31, 2010 5:56 pm
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DRLGrump
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Post Re: Concept art
matty406 wrote:
What's the story behind the crabs becoming very abundant?

Check the fluff page. It's in there somewhere.


Sat Jul 31, 2010 6:01 pm
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Post Re: Concept art
So it is.


Sat Jul 31, 2010 6:25 pm
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Post Re: Concept art
I'm all for volcanic scenes, with meteors falling sometimes but not too many or all drop ships will get pwned.
Volcanic maps should be inhabited with crabs, and heres my contribution:
Image
Volcanic Crab, should have hard scale which deflect fire from small arms and breath fire on closing enemies and when killed explodes igniting area around him.


Sat Jul 31, 2010 6:55 pm
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