Development Blog Update - Meet the resource tower
Max
Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
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It looks odd without it...
It looks odd without it...<!--QuoteEnd--></div><!--QuoteEEnd-->
There's multiple lights from multiple directions canceling each other's shadows out. Still a little bit of visible shadow coming off the legs from right to left, though <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
The electrical hazard symbol is very "today." I'm not sure that space marines in the distant future are going to use the exact same yellow triangle to indicate <i>ELECTRICITY!</i> Coming up with a new symbol is also an opportunity to define the graphical identity of the TSA. There are other familiar graphical components- the black and yellow stripe - but the yellow triangle in particular is a very explicit and familiar design.
My favorite part of the concept art is the yellow light at the base of the tank. The warm color emanating from the belly of the machine gives it a vaguely organic aura. It's a nice juxtaposition and provides a subtle compliment to the alien aesthetic. In the renderings, the light looses its oomph. The rim highlights on the tube and surrounding surfaces are absent, and the lively glow is gone. I think that is the most visceral component of the design - it takes what is otherwise a very rational collection of dingy metallic angles and breaths a spark of intrigue - and its loss is keenly felt. The normals of the blue surfaces face outward for the most part, but the yellow strip light is positioned to shine on the machine itself. That is a very striking visual.
Again, great work guys.
when you see it next to the old one, it even looks like a natural progression... putting all the necessary features into a slightly smaller box.
would be great to see a gif or something of the active form! but then i'd understand if you wanted to keep it until the release. keep on plugging, there're a lot of people who can't wait to get their hands on this game!
I have to admit I'm partial to the old design, but I think that's due to spending so many hours making and watching over them
<img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
<img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I chew on them and enjoy the impromptu cover they provide from pesky Marines. =]
Anyways, looks cool. I can see how you're going for a bit more of the 'industrial' look this time around. Also, you don't need convoluted hitboxes to deal with that formfactor. yay for simple code!
I have one question though.
How does this far more detailed design and a probably more detailed collision work with the skulk?
Are you still able to circle around the rt very closely without getting stuck and more important are you still able to climb it a little to benefit from more cover and strafe around the structure by walking on it?
Because that's the little minigame skulk and marine play, when attacking or defending the rt and I wouldn't like my skulk to feel like on a bumpy road, when I walk left and right, while biting, to dodge bullets.
but i think it "legs" are a little tiny, in my opinion they are not massiv, not strong enough compared to its body (looks like it overturns pretty easy)
make em bigger? or change its angle so its looks more solid?
just my thoughts
All of the marine structures are brand-new, constructed-on-site, state-of-the-art machines, yes? So, why does it look so grungy? Shouldn't all the marine structures look clean and prestine?
It looks fairly top heavy, the legs seem fairly skinny for the body's mass, and how the legs would 'set up' is a little confusing. The concept drawing doesn't look near as top heavy though.. so it may just be the angle of the rendered image.. or maybe the legs are not as spread out as they were in the concept images.
I really like being able to see the two designs next to each other. Makes me wonder if a room with two res-towers will be able to support any character models : ), sorry, bad joke. I can't wait to see this thing's animation - some difficult things in this simple looking model - will the black tubing move while it sucks? That'd be tough...
P.S. Has anyone played Doom 3? This res collector reminds me of the little spidery-looking walking turret which helps you during some of the game.
which means the shadows are done right!
Also i love the design,
(i'm glad you didnt let charlie make it the same shape as a 360 control pad)
That being said, I find the new RT less stylish than the old one. The old one looks more futuristic while this one looks boxy and very industrial. It looks like this new RT should've been the design for the old one. However, I still like it. And I hope that skulks will be able to hide behind it when chomping and run about freely.
Overall, good job.
<!--quoteo(post=1698248:date=Jan 22 2009, 08:02 PM:name=therealhotrod)--><div class='quotetop'>QUOTE(therealhotrod @ Jan 22 2009, 08:02 PM) <a href="index.php?act=findpost&pid=1698248"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->cool<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1698250:date=Jan 22 2009, 08:20 PM:name=finch07)--><div class='quotetop'>QUOTE(finch07 @ Jan 22 2009, 08:20 PM) <a href="index.php?act=findpost&pid=1698250"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looks awesome<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1698251:date=Jan 22 2009, 08:28 PM:name=Dictator93)--><div class='quotetop'>QUOTE(Dictator93 @ Jan 22 2009, 08:28 PM) <a href="index.php?act=findpost&pid=1698251"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Awesome looking update. The texture is gorgeous.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1698257:date=Jan 22 2009, 08:40 PM:name=Skjalg)--><div class='quotetop'>QUOTE(Skjalg @ Jan 22 2009, 08:40 PM) <a href="index.php?act=findpost&pid=1698257"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks great<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1698260:date=Jan 22 2009, 09:09 PM:name=gamakun)--><div class='quotetop'>QUOTE(gamakun @ Jan 22 2009, 09:09 PM) <a href="index.php?act=findpost&pid=1698260"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love the new look.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1698262:date=Jan 22 2009, 09:24 PM:name=lunchtimemama)--><div class='quotetop'>QUOTE(lunchtimemama @ Jan 22 2009, 09:24 PM) <a href="index.php?act=findpost&pid=1698262"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks really nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1698270:date=Jan 22 2009, 10:50 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE(pSyk0mAn @ Jan 22 2009, 10:50 PM) <a href="index.php?act=findpost&pid=1698270"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks really great!<!--QuoteEnd--></div><!--QuoteEEnd-->
You know what? I'm going to buck the popularity ego-inflation trend here and say what I honestly think (something you can always expect from me btw, the honest truth):
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->I think it's kind of ugly and looks feeble.<!--sizec--></span><!--/sizec-->
Sorry, but I hate the resource "bonk droid" (star wars) or Terran Barrack (starcraft) look. Don't understand what I'm getting at? I think both c0ke and botchiball had a pretty good criticisms. It's looks feeble with little metal legs and a high center of gravity. The Natural-Selection original resource tower was more "spidery" and less "bulky". The spidery thing was cool, it not only looked tough and was neat how it deployed (animation) but it looked like it was very stable and could possibly walk around. Sorry if that comes off as harsh criticism, but as an artist I know I would want people to tell me what they honestly thought.
As far as how to improve the design, cut some bulk off. Lower the center of gravity. Make the legs look tough enough to take a rhino-sized onos careening into it hard at 60KPH. Make it look tough enough to match the 5500 hit points (or what ever you plan to adjust it to) it is worth. The RT was the third strongest structure in NS if memory serves, next to the hive and command chair. This new design just looks so feeble compared to what it is supposed to represent, which is the whole point of the model. Otherwise you could just have a big neon-green letter R stand on the resource point.
Why four legs for that matter? Why not go for a tetrahedron or a hexagon design with three or six legs respectively?
:-/
The engine render is incredible. I really love the glow and the subtle shadows - looks brilliant. The design is also great and I love how closely the models reflect the concept. I don't actually own a desktop at the moment as I work in IT so I'm a bit over sitting on a PC at home, but I'm going to have to buy one when NS2 is out.
edit:typo
I mean there is no general "idea" behind this concept. it's just a bunch of boxes cluttered here and there, but the overall look is... nothing distinguishable. Just like MASC, it has some proportion flaws and too many redundant geometry without any reasonable justification. NS1 buildings looked much more <b>though-out</b>, every one had it's unique look and feel and actually felt pretty much buildable.
Here it's just adding more, more, more until we get *something* in my opinion.
It seems that the artist just wanted it to look cool more than studying how it actually might work. The same thing I noticed earlier in concept art - e.g. the service train
Texturing is nice, it holds with original game tight. I especially like the CRT screen (contrary to the overused LCDs in totday's sci-fi), it reminds me the movie Aliens2 <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I'm not a die hard fan of NS1 designs and I expect something new, no worries.
But I'm afraid every building will look pretty much the same if we don't outline it's general shape first, and then add details
This thing is ugly as hell, looks way too boxy, and looks incredibly feeble. I'd be afraid to build the damn thing for fear of accidentally pushing it over.
The old design looks more sleek, compact, futuristic. The old model had robust, crisp, armor plated sexiness. This thing looks like the marines ran out of equipment and decided to throw a pump and some neon lights onto their footlockers, slap em together, and see what happens.
Shouldn't the new model look more durable and provide skulks with less cover? You'd think that after so many years fighting skulks that regularly hide behind resource towers, the marines wouldn't design their most essential, most attacked, and most commonly placed structure to be perfect skulk cover.
There are some things about it that I do like though. The top view is sexy, the resource nozzle is perfect imo, and the pump looks good too.