The mis-adventures of a new Game Developer.
Who's got the look? What is the look? Where can I get one?
Published on February 25, 2005 By Mudflap In GalCiv Journals

Who's got the look? What is the look? Where can I get one?

This entire week can be summed up in those 3 questions. I spent most of the week trying to get the proper look for the GalCiv2 ships. The problem with the current implementation is that they didn't stand out enough. They blended into the background too much. Too much simulation. Not enough game. We're not doing a game like Homeworld, or Nexus. We're doing a space base strategy game. The cool looking ships don't add to the game mechanics and may even detract if not done properly.

Who's got the look?

We don't know exactly who has the look. We thought that Homeworld 2 did some really cool stuff. But their media screens aren't exactly like their game screens and our game scale is completely different. We can't afford large washed out pieces from the local star. What would we do in deep space? Draw nothing? That's not the look we need. Here's our current look:

What is the look?

Nobody knew in words what the look should be like. The problem with the current look is that it is way too dark and didn't "pop." It looks cool for some games, but not ours. At least not the vision that we have. We had Jake mock up a rendered look that we would shoot for in the game code. I don't think it's the final look, but it's a look to shoot towards. Here it is:

 

Where can I get one?

I wish you could buy these things in the stores. I'm not a graphics guy by nature. My world is more numbers and logic. In my world, the sky looks like the matrix with uglier colors. You can't buy these things so I have to make the look. We really need a graphics guy that has the "eye" for this kind of thing so they can judge the look better. Anyways, here's 4 versions of the look both zoomed in and out. We may do a combination of all these. We're just not sure yet.

Disclaimer: This does not represent the final product. The images shown here are a facsimile of the actual game. Please don't take these too seriously. Really, I mean it.

Close up...

Far away...

 

Anyways, that was my week. I also managed to get the Starport screen mostly done. It was kind of ripped off the Ship design screen. I won't show any pictures because it's not completely done. Maybe next time..

 


Comments (Page 1)
2 Pages1 2 
on Feb 25, 2005
o prefer a brighter look when viewed from afar (so that I can make out the details) and a darker view from near (because of the realism). Not sure if that makes sense though ...
on Feb 25, 2005
e important info needs to pop big to be seen easily.

Remember, I do think it all looks really nice, as individual elements. Just all together, its too busy a background to show off the other gems.
on Feb 25, 2005
Psyringe, I agree with you. I like the gritty, greyer ships. But #2 and #4 have better contrast, so they pop better. Or so it appears on my monitors.
on Feb 25, 2005
the shadows. Give neutral a kind of greyscale appearance. Well, thats my 2 cents for the day.
on Feb 25, 2005
There will probably be a way to tone down the background layer. I personally can't get enough of it, I want more, realism be damned (FTL ships, anyone?).
on Feb 25, 2005
BR>
Otherwise, everything looks great! I'm sitting on the edge of my seat waiting to play the Beta!
on Feb 25, 2005
/font>
on Feb 26, 2005
> #2 is the best looking close up, in my opinion

As for realism, will the metal alloys or composite structures created in the future have a high sheen or have a flat appearance? I believe that both are possible.
on Feb 26, 2005
ds like an easy solution (which must mean it's very hard to do!)

Paul.
on Feb 26, 2005
uite odd. I'm not sure whether it's worth trying that out, especially whenn it's more difficult to implement than adding two lines of code.
on Feb 28, 2005
some use, but the second looks like it's fresh out of the stardock. Hmmm...there's an idea...darken the ships with age? It's probably too much work for too little gain, but it'd be pretty neat.
on Feb 28, 2005
odd because it's seemless. May required serious computing power though.

Paul.
on Feb 28, 2005
be implemented (something that both of us can't tell )
on Feb 28, 2005
Image #2 seems to "pop" the best for me.
on Mar 02, 2005
m work setting off that red-vs-white pattern. At a third detail level, there are indications of surface texture and paint weathering.
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