For Backers Only: Scale Tests - Renders

Discussion in 'Backers Lounge (Read-only)' started by garat, January 15, 2013.

  1. Daddie

    Daddie Member

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    And thats why I love the whole kickstater/backer thing.. these kind of communication with the community.. :)

    And yes.. arcs plz :mrgreen:
  2. embox

    embox Moderator Alumni

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    Is that a railgun that fires units across long distances?
  3. syox

    syox Member

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    Yeah love it.
    Though tress should ba able to grow bigger, different sizes too.
  4. warexe

    warexe New Member

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    Looks amazing!
  5. nateious

    nateious Active Member

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    I think the scale looks great. Thanks for sharing this with us!
  6. theseeker2

    theseeker2 Well-Known Member

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    Looks god damn awesome... I can't wait for alpha!
  7. Ti1t

    Ti1t Member

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    Looks amazing guys! Keep up the good work :)
  8. monkeyulize

    monkeyulize Active Member

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    Looks awesome, the scale of units was one of the things I loved about FA so I'm glad you guys are putting alot of emphasis on it.
  9. klewis5

    klewis5 Member

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    Looks great scale-wise; like a few others, I'm looking forward to seeing how naval scales relative to land forces. Can't wait to see it all in action!
  10. nickgoodenough

    nickgoodenough Member

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    The ridges seem tiny. I'd love to see epic terrain features like 1000+ meter tall hills and mountains that give a sense of destination. Moving from sea level to the top of a snowy peak should feel like a journey. Smaller strategic features like the shown ridges and trees are great, they just need to sit on vast cinematic epic-ness. I'm also a fan of flat terrain being extremely rare, it's much more dynamic if most terrain is sloped, even if its only a very slight slope.

    Also, someone made a good point about how resource mass spots are small for what they create (hundreds of robots). What about turning mass spots into large strip mining pits that deform the terrain?
  11. syox

    syox Member

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    This
  12. LordQ

    LordQ Active Member

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    Sadly, we probably won't see this because of the nature of the spherical maps.
  13. Hydrofoil

    Hydrofoil Member

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    That last point about Mass deposits is an interesting idea, but if they where going todo that i think youd have to have a mechanism in where they run out which i dont think would fit with this game. Its an idea to think about though and would be nice if they could fit something like it in.
  14. swappan

    swappan New Member

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    I would like to see the comander a bit bigger.
    In the scale 02 picture they look very distintive, in the 01 picture a lot less and since this is a more common viewangle and viewdistance in the actual game, therefor I like them bigger. Somewhere between 25-50 % bigger maybe. Although it varies by commander (right one and middle one are distinctive enough compared to the current other units).

    I like the scale of the buildings.
  15. kryovow

    kryovow Well-Known Member

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    The scale looks great, what I wonder is, will the unit size affect the pathfinding? You see some smaller rocks, that the big units will step over without problem, but the smaller bots and tanks cannot possibly cross them. And will the smallest tank be able to go through/over a big tree or not?
  16. Yourtime

    Yourtime Member

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    Awesome Thaaaanks!
  17. cokeysmurf

    cokeysmurf New Member

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    pardon my English but I
    MOTHERFUCKING love it :eek: :eek:
    good job UberEnt.. keep it up
  18. fine

    fine New Member

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    Hmm, no silly large mobile units... yet.

    Style is really nice, and this sort of scaling should help with unit identification.
  19. neutrino

    neutrino low mass particle Uber Employee

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    How familiar are you with pathfinding algorithms in general? This is something we've had to deal with for a long time now. Basically the idea is that each unit corresponds to an agent spec that defines things like how it moves and what size it is. We then keep multiple data structures in memory that look at the world in a way that's compatible with each agent spec.
  20. neutrino

    neutrino low mass particle Uber Employee

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    Sample of what an agent spec might look like:

    "path_agent": {
    "type": "small-land",
    "layer": "land",
    "radius": 3.5,
    "acceleration": 5,
    "brake": 10,
    "max_move_speed": 10,
    "max_turn_speed": 90,
    "dodge_radius": 3
    },

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