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Star Wars Spring: A Design Competition | Locked | |
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Apr 6 2007 Anchor | ||
Greetings from Star Wars Spring! Welcome to our first Design Competition! About Star Wars Spring Spring lets you play on a gorgeous 3D engine, which looks like this: There are also a large variety of mods available to play, such as: Star Wars Spring is an evolution of a mod for Total Annihilation, Star Wars TA. Our first release for the Spring engine largely involved porting these units over to Spring, and remodelling a few of the uglier ones. This was released over a year ago, and has attracted over 8,000 downloads in total, and was featured in a popular British Gaming Magazine [click for article]. However, the simplistic nature of the unit models seen in that article is due to the fact that they were originally intended for the TA engine. Dating from 1997, it was the first 3D RTS, and feasibly limited polygon counts at around the 200 mark. Spring however, allows us to bump this significantly higher, and modern graphic standards means that players expect a far higher level of visual competence. We are working hard on a new release, seen here: To the actual Design Competition! Introduction Currently, both sides commence the game with a similar construction vehicle. The ugly thing we use now doesn't really fit the role for the central element of imperial's player war machine - and it is not particularly impressive at all. Furthermore, to reflect our balance changes, instead of each side starting with almost the same construction vehicle, we've decided that the imperial starting unit would not be a mobile vehicle, but a static headquarters building (A bit like the Construction Yard from Command & Conquer). There is no real canon for this; the only precedent in the Star Wars universe to this is the the Prefabricated Garrison Base. Which is more or less what we want, but on a much, much smaller scale. Given the importance of this unit, we think it is essential that it looks as good as it possibly can, so we're opening the design up to you in a competition. The winning design will be used in our next release as what is essentially the most important thing in the entire Imperial arsenal; something which is seen in practically every single game of Star Wars Spring. Onto the specifics: Requirements of Design Required elements Optional Elements Aesthetic Elements / The spirit of the design Some important features/limitations of the Spring engine to bare in mind: The Requirements of the Competition You are welcome to submit sequential screenshots showing how things work, animation clips, anything that will help us understand your building. However, we are just as happy to receive illustrations and drawings indicating your design, and how your unit works, instead. These could be scanned sketches, photoshopped works, anything. As long as they are: Closing date FINAL submissions should be emailed to: starwarsspring@gmail.com However, we very much encourage you to post your ideas and work-in-progress in this thread, so that other users can comment and criticise, giving you the chance to rework your designs, change them, etc. Please note that this competition is being simultaneously run at the following other communities: Good luck! And a final little note: Warlord Zsinj Edited by (in order): Karuto, Karuto, Karuto, Karuto, Karuto, Karuto |
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Apr 6 2007 Anchor | ||
Heh, it appears there is no word limit on topics, but there is a word limit on editing topics, so I can't fix up the syntax errors in the post without deleting half of it (my kingdom for a preview function!) Little help, mods? |
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Apr 6 2007 Anchor | ||
I'd fix two of your pictures, but I can't seem to find out what the real image url is. A lil help? -- "He who fights with monsters might take care lest he thereby become a monster." |
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Apr 6 2007 Anchor | ||
Sure; thumbnail: Thumbnail Also, I mistakenly put a [link] tag instead of a [url]tag in one link at the end of the post. Damn cross-forum formatting |
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Apr 7 2007 Anchor | ||
There we go. I think I've fixed anything. Good luck with your competition. -- "He who fights with monsters might take care lest he thereby become a monster." |
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Apr 7 2007 Anchor | ||
Thanks karuto, I appreciate the help. Next thing you need to do is submit a design |
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Apr 7 2007 Anchor | |
Yay SWTA is awesome. If only I knew how to draw or was a good modeller. Hmm I know I could make a Half-Life 2 map of the fortress. If I have any good ideas, I will definately enter. --
May or may not be taken out of context. |
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Apr 7 2007 Anchor | |
I love this mod, and spring itself for that matter, I had no idea SWTA had advanced so far since I last played it though. Anyway I'll definitely try and come up with an entry, even if it ain't all that great. |
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Apr 7 2007 Anchor | ||
SWS is fully compatible with the latest Spring AI's (which we don't make). Those AI's are pretty cool; they'll actually learn what units to use based on how you use them, and based on their evaluation of how succesful the units they used were. The more you play them, the better they get! Of course, they're no match for a human opponent. In terms of drawing skills, we don't really mind if you aren't the hottest drawer in the world. It is more the idea we are after; as long as you can draw/model well enough to get that across, and your idea itself is solid, you've got no problems Edited by: Warlord_Zsinj |
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Apr 9 2007 Anchor | ||
the first few sketches have rolled in over at the Spring forums. Nothing flash, just some early ideas which people have thrown onto paper to show what they're thinking and get some ideas/criticisms from other people. From user 1v0ry_k1ng From TheRegisteredOne (Karuto, let me know if you don't like this multi-posting, and I'll lay off) Edited by: Warlord_Zsinj |
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Apr 10 2007 Anchor | |
I've already done one myself, still needs some work and to be coloured obviously: Front view and construction procedure details: Top view and other random notes: Plus there are about two pages of notes that Ill be sending in with the finished design explaining all its little functions. |
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Apr 10 2007 Anchor | ||
Good on you for being the first one to post a design here; I have a lot of respect for people who have the courage to go first I think a perspective or isometric sketch would definitely help to get a grasp on the massing of this design, and how it works in 3D (not that I can't understand it, it just helps). I really like how your design "lands". I think it is a clever (and realistic) way to have it come down in parts, and I also think it makes room for upgrades and expansions on the building, because I can always have more little shuttles ferry extra bits down as the upgrades are ordered. I like the form of the central building, especially the inner core and the radar area; but I think the big walls are perhaps a little limiting of the overall design; perhaps you could alter them in some way, or somehow scifi them? Wedding Cake architecture could perhaps help you to make the walls a little less abrupt, and give a little more form to the design. Perhaps the armoured plates on the outside stick out a little further, or latching into the ground in a clawlike manner. Just throwing some thoughts at you. One thing that, unfortuantely, does have to change is the turbolasers. In SWS, the turbolasers are a late-game defence, and are extremely powerful. While I see no reason why this building couldn't be upgraded to have turbolaser defences, this building starts with something a lot lighter. Maybe you could use a stormtrooper controlled turret, like this in a tower, or perhaps a modified version of this; or something entirely made up by you. I wouldn't worry about the fascist overtones. They did blow up a whole planet for the sake of it. Makes Hitler look like a PETA member Here are some Imperialish buildings which I have dug up, which might help, though it doesn't look like you need any. Empire jiggy 1 |
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Apr 10 2007 Anchor | |
Funny you say that, the walls are meant to move into the ground to form a kind of foundation, rather like claws (although probably not quite in the way you mean) Anyway thanks for the pointers, I'm not all that into the Star Wars universe so I'm kind've making it up as I go along. I'll tone down the turbo lasers and play around with the walls abit. Drwaing this designs revealed quite a few flaws to me as well, and a few things I want to tone down or exagerate. Maybe I'll even get around to an isometric drwaing (eventually). |
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Apr 10 2007 Anchor | |
Warlord_Zsinj are we allowed to work in teams? -- Portfolio |
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Apr 10 2007 Anchor | |
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Apr 10 2007 Anchor | |
Apr 10 2007 Anchor | ||
I have no problems with people working in pairs or groups, but make sure it's ok with Dr.Zais first, seeing as it's his idea. Zais, sometimes it is an advantage to be coming from a non-Star Wars familiar background. It lets you look at things more objectively. |
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Apr 10 2007 Anchor | |
So it's ok with you DrZais? Well here is a bit more work - -- Portfolio |
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Apr 10 2007 Anchor | |
Looks cool! Recon I'll make the main building more imposing with more emphasis on it retracting into an armoured state. And steal a few stylistic features from those examples, cheers for em! |
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Apr 10 2007 Anchor | |
That's nice, looking good. Damnit I need to come up with a good idea.... hmmmmm... I really like the dropping from orbit idea, no idea how to do something unique and good-looking though. --
May or may not be taken out of context. |
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Apr 10 2007 Anchor | |
A castle with a parachute :p -- Portfolio |
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Apr 10 2007 Anchor | ||
Those high-up catwalks seem to be specifically designed for stormtroopers to fling themselves off in an overly dramatic fashion when shot |
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Apr 10 2007 Anchor | |
There are lots of entry systems you could use, the tricky bit is probably picking one thats practical from a game perspective. |
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Apr 10 2007 Anchor | ||
I think you will be reasonably surprised by what we can do. The whole thing is very much faked, but can be made to look pretty realistic. We can add in a script that plays when a unit spawns, and then we can animate the building to do pretty much what we want (though, no ultra advanced skeletal motions, because there is no skeletal animation, and no mesh deformation). We then spawn effects at the right place when it calls for it (ie: the rocket engines on your drop off shuttles. Your animations which you have there are entirely possible, and pretty cool. I always liked the landing animation from Final Fantasy: Spirits Within, where the soldiers would land in balls of goo. But I suppose that's not particularly star-warsy. Edited by: Warlord_Zsinj |
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Apr 16 2007 Anchor | ||
One week down, two weeks to go! Looking forward to seeing your updated design, Zais. Here's the first 'sketch model' which user Jack Cloudy over at SFM has done: The concept is essentially that the semicircle is buried underground, and slides shut to cover the commander as it's armoured state. EDIT: Img126.imageshack.us That is similar to what I had in mind when I was brainstorming what weapons the imperials could use (of course, you aren't at any disadvantage if you use your own, these are just my ponderings). I'd probably make it a little more simple, along the lines of: Hope it helps Edited by: Warlord_Zsinj |
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