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 Concept art 
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Joined: Sun Jul 13, 2008 9:57 am
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Post Re: Concept art
Way to discuss Arne's concept art, guys.

I'm wondering if the space Amoebas are going to factor into gameplay (even if only in the metagame) or just exist as plot devices..


Thu Aug 05, 2010 7:36 am
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Post Re: Concept art
"Multilevel" game would be cool...

You have a space map, then travel to any planet, then you play the "metagame" - attack nearby sector, then you see sector map, where you move troop squads/ tanks/ vechicles/ do other strategy moves, then (when your squad are near enemy) begins real-time CC battle...

But making it will take long time, and b24 will be released in 2012-2013 or later...

I hope the final CC release will have something like that (If it ever will be released :grin: )


Thu Aug 05, 2010 12:25 pm
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Post Re: Concept art
Mad Alex wrote:
You have a space map, then travel to any planet, then you play the "metagame" - attack nearby sector, then you see sector map, where you move troop squads/ tanks/ vechicles/ do other strategy moves, then (when your squad are near enemy) begins real-time CC battle...


Yes that would be - make your own universe and conquer it :grin:. Its always something big like that which really tests the basic game plays ability to support such an expansive game. But if the procedure is successful and the core game play doesn't get boring it ends up as a never ending glorious game,in the case that it is actually fully moddable, which in this case puts CC in the position to become just that. I'm not saying its not excellent thus far, im saying that if it goes that broad as to edit your own universe (not to mention how excellently mods would color in that universe) ,personally id imagine it to be far more enjoyable than spore could ever be :grin: . But then again this procedure takes allot of time as Mad Alex implied and there could be a possibility that the main game play idea would not be able to support it throughout the entire development of the vast game idea.
This is one of the reason why not every game is that vast... one iv'e often encountered in my own game development :-( , exciting but extreamly challenging...


Thu Aug 05, 2010 2:31 pm
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Post Re: Concept art
You would probably be wanting to wait until Data's finished the meta-game with a single planet before talking about local solar cluster scale games.


Thu Aug 05, 2010 2:46 pm
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Post Re: Concept art
411570N3 wrote:
You would probably be wanting to wait until Data's finished the meta-game with a single planet before talking about local solar cluster scale games.

Very true - never spoil the present worrying for the future. Though I patiently look forward to the day a detailed galactic map of CC's surroundings gets posted... :) That basically is where all this talk will lead - the final purpose of this topic, to form the world of cc...


Thu Aug 05, 2010 3:18 pm
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Post Re: Concept art
Galaxy might be aiming a bit high. They are bloody massive. It takes millennia for light itself to traverse a fraction of a small galaxy.


Thu Aug 05, 2010 3:46 pm
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Data Realms Elite
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Post Re: Concept art
Warp travel?


Thu Aug 05, 2010 3:48 pm
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Post Re: Concept art
411570N3 wrote:
Galaxy might be aiming a bit high. They are bloody massive. It takes millennia for light itself to traverse a fraction of a small galaxy.

Cybernetic wrote:
detailed galactic map of CC's surroundings

Sorry - let me correct my self, detailed space view map of the surrounding space that influences or is of importance to CC's planet whatever the planet is called.


Thu Aug 05, 2010 3:58 pm
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Post Re: Concept art
Geti wrote:
Way to discuss Arne's concept art, guys.



I think that would require Prom to post some more of it.

*NUDGENUDGEHINTHINTDOITNOWPROM*


Thu Aug 05, 2010 8:20 pm
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Post Re: Concept art
Devlogs with Thinktank threads are always a win. Some thoughts on in-game support:

After reading the CC page and seeing the works in the thread, I'm deeply glad plug-and-play factions will have a place in the metagame. I wonder if the game will support in-game R&D...naturally we modders will make content and improve our items; yet something about in-game design challenges and "dev wars" is a very appealing when battles' tides go low. Plus, this could breathe more life ( or create more vital organs as Prom would put it ) into the products of economy (Weapon Tycoon, anyone?). By the way, I'm not saying integrate a full-on trade and stats system, that's a whole other game field.

I'm curious how logistics will work as well. Are there missions where we have to produce items on surface? Would we have to send it back ( to a station, TStar storage, transport ). Level of persistence would be a good note, other than the metagame's resource allotment and phases. Would we be able to tie actions directly from one sortie to another?

Also, any thoughts on:
Transformation sequences, mounting equipment (i.e. heavy armor - Variable attachables ?) Rappelling allowances (an alternate for dropships)
Locomotion systems (wheels and hovering)

May this not be jumping the trigger but, anything on pie menu programming, macros, or customizing (tabs, numbers slots)? A bit of a UI enthusiast here, I found games quickly interesting when the UI equip shifts when items are exchanged. Similar to how a computer reacts to a USB insertion.


Fri Aug 06, 2010 8:37 pm
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Post Re: Concept art
I'm just dropping a short note that I'm still alive. Some other stuff pulled my attention away. I'll have to skim though the pages that I've missed here later (when I'm not assaulted by small forms of loud attention hungry humans. I plan on injecting some of my ideas/words that came from this discussion into the fluff doc soon (actually I'm about 40% done with that).

As I understood it from Dan, the missions will save terrain and most likely actors/items too. But, IIRC you'll have a build/plan/rebuild phase between combat somehow. I haven't thought about that stuff in a while, my brain is all stuffed with aliens now.


Sat Aug 07, 2010 7:51 pm
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Post Re: Concept art
Promster wrote:
my brain is all stuffed with aliens now.

You better have a doctor check that out.


Sat Aug 07, 2010 8:48 pm
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Post Re: Concept art
Eheheheheh, injecting.

Promster, having a core developer interact with us infrequently is good enough.


Sun Aug 08, 2010 4:13 am
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Post Re: Concept art
Assaulted? What sort of weapons are they using? These small forms of loud attention humans.


Mon Aug 09, 2010 5:21 am
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Post Re: Concept art
New idea, if you run out of scenery and environments, use the moon! As far as I can see, you've got a nice volcanic fissure site there ripe for the picking. Also, in terms of spacial scenes, just use the constantly revolving cylinder of space between the planet and the moon.

Whack on one of those spacecraft, each has it's own stats for speed and weaponry against hostiles doing the same as you - looking for booty on the moon.

Apart from empty fields [craters] and the volcanic area, I can't find anything else worth making for the moon, maybe icecaps there instead of on the planet? Certainly broadens the horisons [into two spheres i believe].

I dunno, whad'dya think?


Fri Aug 27, 2010 1:38 am
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