Low Poly turrets

Low Poly turrets

Updating the turrets with more detail. The tricky part to this is getting the detail baked into a low poly dome. After some testing, I have gotten the low poly's to 48 triangle faces. Currently in the process of fixing the uv map so the texture bake looks closer to the high poly model. 

The pictures descending down the line is the process.

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I Played R:WM With Other People For The First Time And I Can't Wait To Do It Again

We've reached a turning point in the development of R:WM. Until this week, to one degree or another, we've been creating a foundation. As of our most recent play test the foundation and superstructure of the game all exist, and are ready and waiting to be filled in with game play. Not that there isn't plenty of game play already: in addition to the space combat, which we've had for a while, we can build cities and buildings, use those cities to produce resources, both raw resources and ships and research in our tech web, and we can start to strategize based on our available assets and the behavior of enemy corporations. As you can see in our play test we got zerg rushed by the AI, and were not, as a collection of players, familiar enough yet with the game play to react as well as we might have like. However, now the game play is all available throughout the game, in both single and multiplayer mode, and we actually had people playing in the background as Arthur introduced all the new features that have been hooked up since the last test.

This all sounds lovely, but why does it matter? Well, this is the moment that everything we're doing changes from an answer to the question of "what?" to a question of "why?" It is no longer enough to present the available research options and have a mechanism for them to be researchable by the player, for example. We now need to build spcifically in response to game players; if we provide method A of doing research, but all the play testers prefer method B, we will need to go back and implement method B, no matter how cool it is; it may be cool, but if it doesn't fit the play experience, it will have to go. Not every change will be this drastic by far, of course. Most changes will be much smaller, more on the order of tweaks as we refine and refine and refine, looking for the optimal possible game balance. In other words, we've now reached the point where we need to stop being game developers and start being game players who are developing a game.

UI/UX Artist: "We're In The Lobby, Where Are You?"

UI/UX Artist: "We're In The Lobby, Where Are You?"

Hi all. This is your UI/UX Artist Paul. This week I have the Multiplayer Lobby screen to show off for overhaul. This time I borrowed design elements from an older screen I had made, the Asset Screen, for its wide bands of tightly clustered horizontal text frames. Keeping in with the Config Screen, the Multiplayer Lobby isn't exactly a "themed" screen as the in-game screens such as the Factory, Research, and Asset Screens are, and so a neutral, machine gray was selected for the text backdrops.

Below is the old version of the lobby, scheduled to be replaced once the new one has been finalized. There are still finishing touches to be added, but over all, the new face of the Multiplayer Lobby is coming along nicely.

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Ship Weapon launchers and next ship

Ship Weapon launchers and next ship

Creating weapon launchers that can be customized to ships. As usual I'm starting out with silouhettes. The ends of the models will be rounded or capped off so even if the launcher passes through the ship's model, it'll look intentional and blend with the design.  Also added are some concepts for the next ship to be created. 

Multiplayer almost in parity with single player!

Multiplayer almost in parity with single player!

The Multiplayer has expanded a great deal.  While building buildings might be nothing new, what you are seeing in the screen shot is the AI building buildings during multiplayer!  

As the title says, it is almost in parity with the single player experience.  What does that mean?  The last multiplayer test livestream on youtube we were testing out missiles in multiplayer.  The reason that was such a milestone was having something AI controlled that could spawn in after the initial gamestate was sent.  While it might sound that should be easy, it isn't.  Mostly because the gamestate makes sure everything is all hooked up to each other, so making sure something created has everything needed took a large bit to get running. Getting buildings running in multiplayer required so internal fundemental shifts.  Mostly of ownership of different things that should have moved a long time ago.  So it was either finally moving them or do a lot of crazy work arounds, which isn't a good idea in the long run.  Current, building the city works, and whoever put down the first building owns that city in the same faction/corporation.  Power distribution works, as does research...mostly.  I'm still working out a few syncronization issues.  Shouldn't take long.  The last big thing would be to have factories working.  I would expect the mines and refineries to not be a problem.  I hope to have all this resolved by the next multiplayer test!  That will be a giant milestone since the main game in multiplayer will finally be realized!

 

Please check out our youtube channel and if you want to contact us, we do have a discord of course!

UI/UX Artist: Faction Logos

UI/UX Artist: Faction Logos

Hello, this is your UI/UX Artist Paul here. Another small update but one that's undeniably useful nonetheless. Today I have Faction Logos! 

With a whole solar system full of hostile parties constantly leveling against you in real time (and multiplayer support coming along nicely) it is important to be able to distinguish friend from foe. Hence, the corporate/faction logos. When you're trying to take over the local star, gang signs are a part of the package. A reticle over a ship in your cockpit viewport alone doesn't say much. And if you've seen the multiplayer tests or screenshots here, that view port gets messy quick. The logos will serves as an easy way to quickly establish who's who, especially when there's more than one "who." How they will be implemented is where things can get a little creative. Maybe they will overlay the reticle at a distance? Maybe they will appear in the targeting computer. Maybe they will appear as decals on the hulls of the ships themselves. It doesn't stop at ships however. These logos can appear on any object or piece of technology. An abandoned research lab? A derelict satellite lingering in orbit around a moon? An exotic engine of unknown design found crashed into the sandy dunes of Mars? A strongly worded ultimatum with an insignia for a "Sincerely, ____" at the end? Anything man-made can make both practical and creative use of these logos.

Finished red ship

Finished red ship

The final textured version of the red space ship.  Now onto creating the shields to call the ship finished and ready to be put into the game. 

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UI/UX Artist: Config Screen Update and a Touch Up on the Factory!

UI/UX Artist: Config Screen Update and a Touch Up on the Factory!

Hi all. This is your UI/UX Artist Paul with further updates to the Configuration Screen.

A backdrop has been agreed upon. The circuit board pattern fits the general theme of adjusting the in-game settings, and so it is now the official backdrop of all Config subscreens. The Resolutions Subscreen has received an additional subwindow for other more general options such as the Hyperthreading shown in the preview.

UI/UX Artist: Config Screen Update and a Touch Up on the Factory!

 

The Audio Subscreen has additional background effects, in this case a loosely tiling rounded block pattern, gradiented to resemble audio levels, an effect that worked out quite nice. Additionally numerical slots have been added to the right of the sliders to allow for precise digital readout of the current level setting.

UI/UX Artist: Config Screen Update and a Touch Up on the Factory!

Lastly, the Factory Screen has been given a brief update, with color palette coded to its over theme of manufacturing and construction. As the aesthetics of all the screens come together, each one is emerging with its own distinct color style. This is both artistically pleasing but also practical, allowing even a blurry glance at the screen to communicate which one is being viewed without reading any text. In the case of the Factory Screen, colors of Martian red-brown and construction equipment yellow dominate. The Config Screen by contrast, is a mostly white-gray, reflecting the colorless machine settings it is devoted to.

UI/UX Artist: Config Screen Update and a Touch Up on the Factory!

Always Room For Refinement

Always Room For Refinement

Every piece of art has a moment when it's complete, when we have to move on to work on something else. Until then, we keep polishing, keep refining; for an interface, that means making things easier to see, more distinctive, more of a pleasure to look at. We've added some of these details to the asset screen: selected icons are now highlighted in a color that matches their bar type, ranks now have their own unique icons, and building bar icons match their building type. Simple changes when taken individually, but put them together and they add up.

Color progress of a ship

Color progress of a ship
Color progress of a ship
Color progress of a ship

Unlike my last post, this one is more colorful. The ship has started to get a paint job. Texturing is being done in 3D Coat.