Archives for: "October 2019"

Concept art for The Warmaster

Concept art for The Warmaster
Hey, Kat again. It's finally time to share a character feature and not just any character, it's the Warmaster! Below are some concepts. My biggest concern for the character was the helmet and I wanted to keep the Warmaster's face hidden for two reasons.… more »

Anatomy of a Warship

Well met and greetings! Today I'm going to dive into how to design a ship. This is a central part of Rank: Warmaster's gameplay, as a fleet of ships is the player's primary tool for exploration and discovery, as well as projecting power in the… more »

Asset Screen #3: Now We're Getting Somewhere

Asset Screen #3: Now We're Getting Somewhere
The asset screen is starting to come together. We can now see, in order from top to bottom: 1) information about our corporation, 2) information about our personnel file(s), 3) information about the city or cities that we've built, and 4) information… more »

UI/UX Artist: Targeting HUD Icons

UI/UX Artist: Targeting HUD Icons
Hello all. This is your UI/UX artist Paul here. The lastest update on my end are the new Targeting HUD icons!  A lot of games have simplistic combat mechanics. You damage a ship until it runs out of "health" and then it explodes. We want more finesse… more »

Crazy Synth Solos!

Ever since I played my bother's keytar, I've always wanted to write an awesome synth solo. I am very happy that I got the chance to write one for the Rank: Warmaster Soundtrack. The only problem was I'm not very good at soloing in C# Phrygian, so I… more »

Big Updates! Small Updates!

Big Updates!  Small Updates!
The Load/Save code is confirmed working, even with the cities and AI.  So now the game state can have progress!  Also, we have our first two multiplayer tests.  The first was local and because of a bug, could only do three people.  The second lasted for… more »

Refinery model

Refinery model
Another building to share, the refinery!  This time I had an idea what shape I wanted (#1) but created additional drawings because you always want to be open to other idess before a final decision.  No matter the shape, pipes and tanks had to be in the… more »

All Your Base: Building An Empire

Hello there, it's Adam again with another post about Rank:Warmaster's game systems! This time I'll be talking about bases, buildings and bots. Base construction and management is a cornerstone of gameplay. You'll research technologies, extract and… more »

Battle music

Continuing on with the recurring horn melody from my first post, here is a battle track that uses the same horn theme. Instead of sounding peaceful and calm, I wanted something that sounded really aggressive and energetic. I changed the key, put a… more »

Missile models

Missile models
Shared in this post will be the heavy missile and agile missile. Although you may not see these for long on the screen, it's just as important to give them their own shape and style. Below is the concept art and final models. The heavy missile is slow… more »

The mysteries of networking code

I am almost done the load/save code.  This will be a HUGE milestone, because not only does it provide the foundation for the full multiplayer code, but it allows long term play of Rank: Warmaster.  This is crucial since any testing so far was always a… more »