Page 1 of 1

Sample systems

Posted: Fri Jun 01, 2007 4:41 pm
by Crook
Here are some sample systems. They are all rendered in game from mutiple layers, but you get the basic layout of a space scene. In the final game there should be 1 million screens - with more being able to be opened up should this number be too small to play in - I doubt that somehow.

The question for you folks is - how do these look, what should be changed in here and what else should be included?

Remember this is a 'tactical' type of display rather than a beautiful space scene so animated textures are pretty much out except for special occasions (like photon torpedoes and phasers). I've tried to do some conventions to style and physics in that there is a certain consistent 'look' about all the objects and that the shadows should be on the right side if illuminated from the star.