I seem to have forgotten that muchShadowcatbot wrote:Those are Hexelani ships according to their military doctrine anything more then a flying * is an improvement.
Bellum Stellarum (Working Title)
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Re: Bellum Stellarum (Working Title)
Love the artistic liberties. WB bby.
Anyways, the only others I got right now are bland/unoriginal/profile-only, and sad as the idea is, by the time I've regained the drive to do them again, the project will probably be already dead.
TL;DR, no, I don't and I won't, my apologies.
Anyways, the only others I got right now are bland/unoriginal/profile-only, and sad as the idea is, by the time I've regained the drive to do them again, the project will probably be already dead.
TL;DR, no, I don't and I won't, my apologies.
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Re: Bellum Stellarum (Working Title)
I wouldn't doubt it. To indulge in a moment of pragmatism, I can't recall a time anyone here actually stuck with any of these grandiose plans, save for Proto. It's always ideas, ideas, maybe a little bit of work, and then *poof*.Vinyl wrote: by the time I've regained the drive to do them again, the project will probably be already dead.
But I made a promise and I intend to fulfill it.
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Re: Bellum Stellarum (Working Title)
So either Tiel found an engine or his 3d modeller has an RTS sim built in.
Should we ask him which, kids?
Should we ask him which, kids?

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Re: Bellum Stellarum (Working Title)
Mother of god... Am I seeing that right?
I'll get to doing some fighters, what level of detail are we looking at?
EDIT: sod the fighters, this is a great opportunity to draft MIDAS out.
I'll get to doing some fighters, what level of detail are we looking at?
EDIT: sod the fighters, this is a great opportunity to draft MIDAS out.
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Mistake Not... wrote: This isn't rocket science, *!

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Re: Bellum Stellarum (Working Title)
Is it an attempt to prove a point Error ? What you see is a hover unit above a ground textured like stars, nothing more, nothing less. (One downside of Tiel coming back is that I began to check this thread since I was pointed to his post here O.o ). In fact forget even the graphics, my project int sparklin with those either, I wonder how you plan to add strategic depth to this already too generic to feel satisfying "RTS" ? Something that gives your right to belittle my lil child I hope, dismissing it as a bad bad idea ...
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Re: Bellum Stellarum (Working Title)
Iv, if I had a bloody clue what you were complaining about, I could address your concerns.
Grammar, please utilize it.
Grammar, please utilize it.

Re: Bellum Stellarum (Working Title)
Point out whatever you dont get I will clarify, if you don't point anything out it equals "I didn't read / didn't put any effort in it" for me. Perhaps my grammar is "bad" but with a lil bit of effort Im sure you can get it.
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Re: Bellum Stellarum (Working Title)
I have not belittled your RPG project; hell, I outright encouraged you to make it. (I assume that is what you meant by little child.)
Yes. It's a floating unit over a texture, when we haven't even decided on an engine. I apologize for not learning how to write an entire game overnight.
I have a hard time giving a damn about your opinion on an RTS when you're making a computerized character/empire sheet sharing program. Sure, it's very handy, but I fail to see how writing a text-based RPG datasheet is better than making an RTS - and by your argument, every RTS is generic, really.
Yes. It's a floating unit over a texture, when we haven't even decided on an engine. I apologize for not learning how to write an entire game overnight.
I have a hard time giving a damn about your opinion on an RTS when you're making a computerized character/empire sheet sharing program. Sure, it's very handy, but I fail to see how writing a text-based RPG datasheet is better than making an RTS - and by your argument, every RTS is generic, really.

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Re: Bellum Stellarum (Working Title)
This is why we never get anything done.
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Mistake Not... wrote: This isn't rocket science, *!

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Re: Bellum Stellarum (Working Title)
TBH if thats your opinion about what a game should be like Error Im amazed you even tried out Minecraft. "Its a game about fking mining all day and fighting off pixelated zombies, who the fk would want to play that crap ?" were my thoughts when I first saw it, guess it didn't take long for me to change my mind but nevertheless its still pretty much what I said above for a big number of people even today. Game making is tied in with innovation and departure from old conceptions. If we all gonna make RTSs the likes you try to do we won't only be walking on the spot but even slowly rolling down. My project has a chance of failure ofc but it also has a chance of becoming a success, something that entertains people, your project on the other hand will be completed sure but I doubt it will be able to entertain people (Unless you do decide to make something innovative which currently doesn't happen).
A game is about entertainment after all and its a fact you all enjoy RPs, RPs are games, and just like D&D can be a tabletop RPG it can also be computerised as well, people did it and thus gave birth to the modern PC RPG genre. I see nothing wrong in going a bit retro and letting people do what we currently cannot do with computers while leaving all the boring and tedious work to the CPU, its a misconception that you need to depart from that a game begins and ends within your computer. Moreover by going in that direction we actually venture into deep waters with a lot of potential in them that is yet to be explored and on top of that we excel in that direction, spending hours nurturing our lil empires and learning by trial and error how to structure RPs on paper. If its something you’re good at and nobody’s done it before its a formula for success.
As for the engine I don't "choose" an engine, I make one (the choosing I did was actually the framework to use for the creation of that engine).
A game is about entertainment after all and its a fact you all enjoy RPs, RPs are games, and just like D&D can be a tabletop RPG it can also be computerised as well, people did it and thus gave birth to the modern PC RPG genre. I see nothing wrong in going a bit retro and letting people do what we currently cannot do with computers while leaving all the boring and tedious work to the CPU, its a misconception that you need to depart from that a game begins and ends within your computer. Moreover by going in that direction we actually venture into deep waters with a lot of potential in them that is yet to be explored and on top of that we excel in that direction, spending hours nurturing our lil empires and learning by trial and error how to structure RPs on paper. If its something you’re good at and nobody’s done it before its a formula for success.
As for the engine I don't "choose" an engine, I make one (the choosing I did was actually the framework to use for the creation of that engine).
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Re: Bellum Stellarum (Working Title)
Before I respond to any of that;
Why are you so dead-set on stopping us from attempting the RTS project?
@Tiel d'you mind if I upload a few designs for modelling later? I'd model them myself, but they require symmetrical designs (and Blender has no axial symmetry/mirroring).
Why are you so dead-set on stopping us from attempting the RTS project?
@Tiel d'you mind if I upload a few designs for modelling later? I'd model them myself, but they require symmetrical designs (and Blender has no axial symmetry/mirroring).

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Re: Bellum Stellarum (Working Title)
You guys better not let this devolve into pointless bickering like usual. I will slap any * who does.
Progress note: I'm starting on a model, Tiel, shall I be keeping this as one single mesh or can it be broken down into multiple parts?
Progress note: I'm starting on a model, Tiel, shall I be keeping this as one single mesh or can it be broken down into multiple parts?
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Mistake Not... wrote: This isn't rocket science, *!

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Re: Bellum Stellarum (Working Title)
@Proto I remember being dogmatic about closed meshes last time - I do apologize for that; as long as it's not in too many parts it should be good.
@Error Anything design-wise is good right now. I cannot into draw over extended periods of time. Need a space station pretty badly..
@Iv What you feel is that an RTS will be too bland and unappealing, right? I can't say I disagree - strategy games seem to lose their luster faster for me, at least - but on the other hand I'm just here to make something playable...attempting to address the problems inherent to the genre would only make a bland fanmade rts an overdue bland fanmade rts. The best that can be done is modifying what's there according to suggestions as it comes along to make elements as unique as possible.
That said, I'm trying really hard not to stylize myself as in charge here so if anyone could tell me where I go from what I have now that'd be great.
@Error Anything design-wise is good right now. I cannot into draw over extended periods of time. Need a space station pretty badly..
@Iv What you feel is that an RTS will be too bland and unappealing, right? I can't say I disagree - strategy games seem to lose their luster faster for me, at least - but on the other hand I'm just here to make something playable...attempting to address the problems inherent to the genre would only make a bland fanmade rts an overdue bland fanmade rts. The best that can be done is modifying what's there according to suggestions as it comes along to make elements as unique as possible.
That said, I'm trying really hard not to stylize myself as in charge here so if anyone could tell me where I go from what I have now that'd be great.
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Re: Bellum Stellarum (Working Title)
Ok, just sketching out a path of development here from the top of my head. All I can really contribute, aside from shitty drawings.
Step 1: Make meshes
Step 1.5: Forget about project and stop developing
Step 2: Find an engine or other way of putting it all together
Step 3: Make lore beyond what is directly relevant to ships and meshes
Step 4: Art, effects, campaigns, ect
Step 5: Multiplayer connections and shiße
Step 6: Profit
Step 7: ?????
Step 1: Make meshes
Step 1.5: Forget about project and stop developing
Step 2: Find an engine or other way of putting it all together
Step 3: Make lore beyond what is directly relevant to ships and meshes
Step 4: Art, effects, campaigns, ect
Step 5: Multiplayer connections and shiße
Step 6: Profit
Step 7: ?????

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