Art (#4) - Art suggestion (#162) - Message List
I have played Total Annihilation, Balance Annihilation, and now Complete Annihilation, and I have some suggestions:
- The explosion: The model unit when explosed SHOULD NOT be teared off in 3D geographical object (triangle, polygon), it looks unnatural. Instead, each part of an unit should be taked apart, example, a cannon of a tank should fly away when it blow off, together with flash fire, and then dark smoke, and finally the remain body of the tank become darken. This look very natural, and nice, and this is the case in Original Total Annihilation. This rule should apply to all unit. Deciding how to tear an unit into part is up to its physical structure. Example, The arm of robot, the leg, the body; the gun of the tank, it body, its wheel chain. Because these seperated part in real are losed connected, and easily took apart. And, the unit after destroyed, they should not instanly disappear even it has been attacked by a heavy dammage,
it's bad, it should blow off into parts, or melting off into dark metal (in the last shape when it still alive). The shape, state of an unit before dead (dark metal shape) and when it dead must be the same, it will have a natural feeling.
- Explosion type: Depend on the weapon type, if a robot being attack by a heavy plasma cannon, it should break out into parts due to the explosion of the weapon. If a robot being attack by a laser turret, it should be melt off into wreck, it's more natural. Some time a unit could be self-explode due to its own energy when dead. Like a nuclear power plant, a energy storage...
- Gravity affect: All the unit should be heavier, more weight. This keep the unit stable in the ground, not eaily moving when it is pushed by other unit. In CA, when alot of unit moving near each other, they pushed other unit and cause a chao scence, unnatural, and stupid!! This affect should only use with the heavy one, and careful to give a cool affect. The sucess of Total Annihilation, Balance annihilation is its accuracy in physical effect: The gravity effect is good, give us a feeling of weight of each unit. In CA, when an unit fly away due to the effect of an explosion, it fly the same a balloon, in fact, it a block of heavily metal !!
- The wreck in this game is not perfectly. Wreck of this unit is use for other unit, like the "Brawler" flane. The small wreck (small amount of metal) should not in square pattern, it should has random pattern. If possible, it should have a pattern according to it previously explosion state.
- The nanoturret can't point continuosly into a moving damage airplane to repair it. It's not smooth. It should have the same effect like the "Banshee" laser beam.
- The skin of the unit (tank, turret,...) is too blur, it's look clear and ok in a short distance, but poorly in a far distance. doesn't it ? !! (Goliath, Stinger, ...)
- The color of the flash explosion should be more brighter. In CA its color look like cartoon, not real (too yellow).
Physical emulation is the most important part in this game. So All of these thing above should be done to make this game perfectly !!!
*The best thing in this game is laser gun (Fly fortress, laser turret, Bandit - raider bot).
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Message #561
- The explosion: We do it the same way OTA did it. The difference is our models are much higher detail, many more polygons. This means that instead of coming off in large, flat, square strips and chunks, we come off in tiny triangles- this is just because of what the model is made of.
Units are 'torn up' along the lines of how the model is seperated into its moving parts. The turret, knee, leg, etc must rotate or move and are therefore different objects. These objects are the things that scatter as shrapnel when the unit is killed.
- Explosion type: Feasible only with lua, perhaps at some point well down the track (unlikely).
- Gravity affect: Sadly, the engine does not give us any control over a units impulse and gravity. We've been campaigning for an engine change for ages now. If it did allow this, we would fix it immediately, it is very frustrating to us. However, impulse is a big part of CA, and it would be sad to simply remove it now (You will find that BA has exactly the same problem when units start flying- its just harder to set them flying).
- The wrecks: We know. We also havent replaced all the models and all the models arent perfect either. This is a man-hours issue. If you'd like to help, then feel free to just chip in.
- The nanoturret: This is to save your CPU on the effect, and require less updates. Where we go in the future with lups nano effects (core/arm, something different) remains to be seen.
- The skin of the unit: See this: http://spring.bochs.info/phpbb/viewtopic.php?p=396535&sid=f9751ac43313acc314e0e52f597a988f#p396535
- The color of the flash explosion: Flash? Flash as in Flashtank? Groundflash? What?
Saktoth12/28/09 04:31:08