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Collective
Joined: Wed Mar 03, 2010 11:29 pm Posts: 122
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Re: Concept art
I think time of day should change with the RL time of day. It could add some interesting features, like nocturnal crab species and increasing/decreasing sight ranges (if fog of war is ever implemented).
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Sat Jul 31, 2010 9:07 pm |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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Re: Concept art
A day/night cycle would look nice and add an even more natural feel to maps. But having it correspond to the RL time of day might get boring.
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Sat Jul 31, 2010 9:10 pm |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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Re: Concept art
matty406 wrote: A day/night cycle would look nice and add an even more natural feel to maps. But having it correspond to the RL time of day might get boring. Maybe have it move at a 8x speed?
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Sat Jul 31, 2010 9:12 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Concept art
Tomaster wrote: matty406 wrote: A day/night cycle would look nice and add an even more natural feel to maps. But having it correspond to the RL time of day might get boring. Maybe have it move at a 8x speed? That way 24 hours is 3 hours. Still too slow. If it happens, have it linked to the turns in the Metagame, so it is day for 2 turns, then night for 2 turns. For the story campaigns, have some maps during the day, and some during the night.
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Sat Jul 31, 2010 9:14 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Concept art
Barnox wrote: have it linked to the turns in the Metagame Yes, this. I think it would be a small but interesting touch if story missions that take place at night could only be done at night. Not really a big thing, but it just adds slightly more internal consistency to the game. Also, for the record, day/night variants of maps would be awesome. I imagine it could be as simple as a couple of texture changes and some sort of blending effect on MOs, along with shorter view distances and 'thicker' fog of war.
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Sat Jul 31, 2010 9:17 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Concept art
Numgun, I'm not sure if the area you've labelled as volcanic is intended as a caldera or just as earthy steppes..
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Sat Jul 31, 2010 9:59 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Concept art
Darn, looks like I said it the wrong way about the day cycles. I intended to ask how the day cycle works in the overall world, not ingame. So based on how it actually would work in "real life" then we could have some backgrounds that are not limited to blue sky theme.
Having actual day cycles in the game would not be intended. Its a feature that I bet would require serious reworking of the engine to do it smoothly enough. I'm just talking about different backgrounds for a change.
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Sat Jul 31, 2010 11:50 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Concept art
Surely you could just do a day night cycle by having two-four backgrounds per scene and alpha-blending between them, no?
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Sun Aug 01, 2010 2:06 am |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Concept art
Geti wrote: Surely you could just do a day night cycle by having two-four backgrounds per scene and alpha-blending between them, no? Either that, or for Metagame turn style day and night, double the number of scenes, one day, one night. Change the background, move the fauna around a bit, make stuff night-y...
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Sun Aug 01, 2010 2:47 am |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: Concept art
Two suns. Like Alpha Centauri. Or better yet, like K-PAX with the really cool orbits. Day/night cycles completely unpredictable. Allows for global verdancy at some points, freezing temps and desert conditions at others. Very fun. Makes wildlife (krabz 'n' grass) extremely adaptable.
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Sun Aug 01, 2010 3:34 am |
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Element-zero
Joined: Sun Aug 01, 2010 1:28 am Posts: 51
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Re: Concept art
Ahhh...concept art one of my favorite topics. I ecspesialy love the new coalition art. I think that would just about have the makings of an actual faction, and not just a mod. I think the next build or the final product of cc should have those coalition sprites.
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Sun Aug 01, 2010 7:23 pm |
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Jomn
Joined: Sun Jun 13, 2010 12:40 am Posts: 327 Location: US of A
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Re: Concept art
Um, what are you talking about?
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Sun Aug 01, 2010 7:39 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Concept art
The pictures on page 1.
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Sun Aug 01, 2010 7:55 pm |
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teh somebody
Joined: Sun Aug 31, 2008 5:22 pm Posts: 156 Location: Finland
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Re: Concept art
@Element-zero
They will be official content. Prom will propably polish them a bit, but they will. Everything in this thread is about official content.
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Mon Aug 02, 2010 3:13 pm |
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Element-zero
Joined: Sun Aug 01, 2010 1:28 am Posts: 51
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Re: Concept art
@teh somebody Really? AWSOME! My favorite is the steroids one. But the real one is pretty cool too! I dont really get answer from these questions but about how far are we from the next build release?
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Mon Aug 02, 2010 6:09 pm |
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