New ship art

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cae2100
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Re: New ship art

Post by cae2100 » 15 Feb 2015, 23:34

that sounds really cool, but I think there's one thing that will be the limiting factor for that, more details means more powerful computer to even process it, and I think you'd need a pretty beefy computer that not many people actually have to even play the game with decent settings imo.

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Poxy
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Re: New ship art

Post by Poxy » 16 Feb 2015, 02:32

I'd rather this game be built for the future as a lasting classic that looks good even if it burns up your current computer than a game that looks mediocre. I'd rather have to wait a year to save up money for a computer that can play it than be stuck with low res graphics and lame effects 10 years down the road.

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1/2Hawk
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Re: New ship art

Post by 1/2Hawk » 16 Feb 2015, 04:06

If you think about most other games, you have an animated character (1st person arms usually anyway) - and all the enemies are also animated. The typical human skeleton has just under 100 bones in it (speaking game technology here, not in real life). So, given all of our ships and enemies are more of the mechanical variety - this represents a far lighter load on the computer required. Things like ailerons and flaps and vectored engines only require 1 bone each so we have tons of room left for adding these things and still running lighter than a standard FPS game - so honestly, no worries here. Wait til you see what we have going for a test cockpit in the Oculus Rift... aaaamazing.
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cae2100
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Re: New ship art

Post by cae2100 » 16 Feb 2015, 06:36

very true hawk, I forgot all about all of that. About the oculus rift stuff, I dont think Ill ever be able to afford that and as big and bulky as those things are, doubt I'd ever even mess with it, but multi display gaming would defenitely be cool with that stuff.

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DuderSeb
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Re: New ship art

Post by DuderSeb » 17 Feb 2015, 18:08

Moving parts on the Eclipse are definitely on my radar :)
Matter of fact, we've already test ship with vectoring thrusters (fully reactive to player input) that I'd like to transpose into the design of the Eclipse - if not in UDK definitely in UE4.
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1DVD4D2UDK
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Re: New ship art

Post by 1DVD4D2UDK » 16 Jul 2015, 03:29

DuderSeb wrote:Moving parts on the Eclipse are definitely on my radar :)
Matter of fact, we've already test ship with vectoring thrusters (fully reactive to player input) that I'd like to transpose into the design of the Eclipse - if not in UDK definitely in UE4.
It'd be cool to see that in action, any word on more test footage before PG gets released? 8-)

Or, would that be more in line with a future update perhaps?
Since you guys are probably pretty busy tying up lose ends.
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MadMax1998
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Re: New ship art

Post by MadMax1998 » 16 Jul 2015, 23:17

The Talon and Eclipse both have moving parts in-game now, and you'll get to see that when you play it.
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Yoshimitsu
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Re: New ship art

Post by Yoshimitsu » 16 Jul 2015, 23:40

When will that be? I know I know it'll be ready when it's ready :P I'm just really excited to play some Sol Contingency.

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1DVD4D2UDK
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Re: New ship art

Post by 1DVD4D2UDK » 17 Jul 2015, 03:24

Same here, sounds awesome already! :D
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MadMax1998
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Re: New ship art

Post by MadMax1998 » 18 Jul 2015, 21:44

Soon, guys... ;)
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