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Author Topic: A goal for gameplay and effects  (Read 484 times)
AdmiralTigerclaw
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« on: January 17, 2009, 07:08:49 PM »

Just so people can see what I have in mind when I'm thinking of combat, here's what I'm modeling my visual concepts off of.

http://www.youtube.com/watch?v=HtWn1aKGWkI

I'm looking for something that gives you the feeling of EPIC crossfire in combat, but you're actually playing your ship arcade style with automations backing you up rather than sitting back clicking around.

It's a lofty goal, but gives us exactly the kind of visual awesome needed to boost SF to the Next Level.

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« Reply #1 on: January 17, 2009, 09:54:02 PM »

I can see where you are going at here. We'd have one hell of an AI system if it worked out that way. Another thing that I always think of when it comes to chatter nearby is Wing Commander.

In particular you can see game play footage here from one of the last games in the series (First game came out 19 years ago...) But there is a small amount of background comm chatter as well as taunting and status updates in game.

http://au.youtube.com/watch?v=GW4HAwctacw&feature=related

Edit: After watching that full clip it reminded me why its my favorite game series ever.
« Last Edit: January 17, 2009, 10:00:50 PM by Mobious » Report to moderator   Logged

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« Reply #2 on: January 18, 2009, 02:07:32 PM »

Good Graphics for being 19 years ago Tongue
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« Reply #3 on: January 18, 2009, 05:19:46 PM »

Good Graphics for being 19 years ago Tongue

whoops, comment misleading - this chapter of the game came out in 1997 (Wing Commander Prophecy) The first wing commander game came out in 1990.
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