Island Dog said:
Zeetchmen said:
It looks eerily similar to GalCiv2 from those sceenshots. The pod-being event was in that game as well.
The core game is GalCiv, but visually, there's still lots of things to be added. It's the first day of the alpha, and the final release is still a year off at least.
You want feedback? Here's my feedback:
You have two types of 4X players. Those that want to control tactical combat between their strategic planning and those who don't.
Galciv II combat happens in a single picosecond and then gives you the option to watch a low-fidelity butt-ugly representation of how the battle played out. There's no reason to watch it, everybody I know skips forward. This means we, the players, never get to admire the awesome lego craft we spent hours building.
We want actual spaceship combat! Master of Orion did it! Sins of a Solar did it! Space Empires did it. Come on!
How should spaceship combat look like? This:
https://www.youtube.com/watch?v=H-IPZhoM664
Things to note:
- projectiles are FAST, so fast a bad physics engine will let them pass though small ships.
- projectiles are small, hot and bright. Like bullets in space
- much work was put into making impact/explosion effects look different from firing/muzzle effects. This way, despite having a mess of projectiles on screen, the player can see which ones are hitting his ship, which ones are fired by it.
- Explosions and muzzle effects are SHORT, a couple of frames at most. Propane fireball explosions in space are a no-no.
- Projectiles are at their brightest when shot (muzzle effect) and impacting another ship. They're the dimmest during travel.
Take extra note of the dynamics of both the ships and the projectiles. You can feel how heavy the ships are and how massive the firepower that's being thrown around really is. The relative velocities of both work very well for the scale H2 chose. Try to follow the dynamics, but adjust it for your distances and max projectile count.