Search found 285 matches

by miu
Wed Oct 27, 2004 8:05 pm
Forum: Other Game Design
Topic: SpaceCombat Counters
Replies: 266
Views: 20500

utilae wrote: Corrosive weapons may not necesarily be in delivery containers. They could be a cloud of space fairing nanaites that can wear down shields as well.
Or spitted by some nasty organic thing.. sprouting corrosive clouds be interesting way to mine areas.
by miu
Fri Oct 22, 2004 10:01 am
Forum: Graphics
Topic: 0.3 graphics summary / sidepanel revision
Replies: 307
Views: 53340

They also work as radiobuttons to select the focus, along with the left-click/right click. I find those very intuitive as you dont have to know about the right-clicking.
by miu
Thu Oct 21, 2004 11:32 pm
Forum: Graphics
Topic: 0.3 graphics summary / sidepanel revision
Replies: 307
Views: 53340

"Make sure you leave enough room for longer planet names... Knuth is shorter than average." Font can be scaled down with very long names. Thought the same about the neccessity of writing pri/sec/combined, but I think it is good as new players dont have any idea of focus system, and usually dont both...
by miu
Thu Oct 21, 2004 10:23 pm
Forum: Graphics
Topic: 0.3 graphics summary / sidepanel revision
Replies: 307
Views: 53340

sneak peek

Thought to show you where I'm going currently with sidepanel mockup :)
Image
by miu
Wed Oct 20, 2004 10:12 am
Forum: Graphics
Topic: 0.3 graphics summary / sidepanel revision
Replies: 307
Views: 53340

There was discussion earlier how to do it, I think the method we agreed was using rotating layers and fade in and outs. (static centre ball& halo, streak layers that rotate to opposite directions to create shimmer-effect and big streak(s) that fade in and out) That should allow artist to create quit...
by miu
Wed Oct 20, 2004 3:40 am
Forum: Graphics
Topic: 0.3 graphics summary / sidepanel revision
Replies: 307
Views: 53340

That guy, what that meant is that in full planetview, we would have render showing a city-landscape for different levels of infrastructure(or population whatever we choose) with corresponding pollution level. = you can see render of for example "new colony - clean" or "core-world - polluted". Possib...
by miu
Tue Oct 19, 2004 11:00 pm
Forum: Graphics
Topic: 0.3 graphics summary / sidepanel revision
Replies: 307
Views: 53340

update on planning.

Hi! Planning for graphics team work for 0.3: Pd is working currently textures for our new 3d-rotated planets,and is in direct contact with TZlaine about it. They should be ready in few weeks, while he is also finishing beautiful race-model that he's been working on a while. I will post sketch for ne...
by miu
Mon Oct 11, 2004 8:40 pm
Forum: General Discussion
Topic: Hello from Thousand Parsec
Replies: 5
Views: 1288

Generally I would like to have more ~casual news generated from us. Someone who is addicted on the forums and reads trough every brainstorming thread could write some referates from biggest threads, and post stuff like "technology tree review thread started, or new art/music posted", do interviews o...
by miu
Sat Oct 09, 2004 10:54 am
Forum: Other Game Design
Topic: Ship Building HOI style
Replies: 203
Views: 12853

*didnt read the whole tread* but... I do see autoupgrades working well with refinements going like: "laserI - laserI with more punch - laserI with shield piercing - laserI with extra range - etc " but with need of manually upgrading ship designs when totally new techs come available, like laser beam...
by miu
Wed Sep 29, 2004 10:39 pm
Forum: Other Game Design
Topic: Cliff notes: Economy, techs, and buildings
Replies: 18
Views: 2203

how do applications behave?

Do they have to be buildt/have location? or fire just once so that bonus starts to affect its targets?
by miu
Wed Sep 29, 2004 8:26 pm
Forum: Graphics
Topic: production and research UI screen
Replies: 57
Views: 13241

Drek's production screen sketch has good way of assigning projects to build que, but how to choose target planets intuitive way? A sortable list and smallstarmap. (and what functions that starmap should have?) Any other ideas? As Drek's suggestion stands, it takes quite much screenspace, have to thi...
by miu
Wed Sep 29, 2004 6:13 pm
Forum: Other Game Design
Topic: Brainstorming Building, tech, specials
Replies: 41
Views: 5781

Something to demostrate how more bonuses would look, early-mid game stuff, very unbalanced,wanted to write it down :) BIG Theory: Quark Construction Allows detailed nanoscale construction to be done in cheaply and easily. Opens huge possibilties in all areas of research. Opens: T:Nanobreed Industry ...
by miu
Wed Sep 29, 2004 4:39 pm
Forum: Graphics
Topic: production and research UI screen
Replies: 57
Views: 13241

by miu
Sat Sep 25, 2004 10:02 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 18660

Problem with systemwide combat is that ship movements and battle happening has to be quite fast to fit everything in few mins - thats problematic if disabling a ship takes a while. Ordering would not have as much detail as in smaller scale and planet-scale model can have some really impressive backg...
by miu
Sat Sep 25, 2004 7:53 am
Forum: Other Game Design
Topic: Space Combat (madness)
Replies: 209
Views: 18660

I could see both order and execution phases implemented in same 3D-view I'd always assumed it would be like Baldur's Gate battles, or any tactical RTS, except that you can only give orders while paused. How else would it be done? I havent played much in multiplayer, dont know how things work best. ...