Author Topic: GFX Mods: AI Defenses  (Read 14176 times)

Offline HitmanN

  • Sr. Member
  • ****
  • Posts: 334
Re: GFX Mods: AI Defenses
« Reply #30 on: November 17, 2010, 07:17:04 PM »
Missile Guard Post added.

It's a bit weird, but then again so is the original. ;) Use if ya like.

Offline x4000

  • Chris Park, Arcen Games Founder and Lead Designer
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,237
Re: GFX Mods: AI Defenses
« Reply #31 on: November 17, 2010, 08:23:58 PM »
Added. :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline superking

  • Hero Member Mark III
  • *****
  • Posts: 1,205
Re: GFX Mods: AI Defenses
« Reply #32 on: November 18, 2010, 04:24:52 AM »
actually I think the missle post is pretty nice!

suggestion: If you do the arachnid post, maybe a spooky green glow instead of the standard red

Offline zebramatt

  • Master Member Mark II
  • *****
  • Posts: 1,574
Re: GFX Mods: AI Defenses
« Reply #33 on: November 18, 2010, 05:03:07 AM »
You know what this means? Someone's going to have to compile the original versions of these as a mod now!  :)

Offline HitmanN

  • Sr. Member
  • ****
  • Posts: 334
Re: GFX Mods: AI Defenses
« Reply #34 on: November 18, 2010, 05:32:24 PM »
I experimented on spicing up the Beam Guardian today. Results in first post. Feel free to chime in your thoughts, especially on the 'red-eyed front'. I may still tweak that part.

You know what this means? Someone's going to have to compile the original versions of these as a mod now!  :)

I'm making backups of everything I change, so I could do that later on, once I'm mostly done with these. ;) That is, if a lot of them end up being used officially. Remains to be seen, I guess.

Offline x4000

  • Chris Park, Arcen Games Founder and Lead Designer
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,237
Re: GFX Mods: AI Defenses
« Reply #35 on: November 18, 2010, 05:33:56 PM »
I really like it a lot -- but I'll wait until you're sure you're done before I include it.  Very cool stuff. :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline HitmanN

  • Sr. Member
  • ****
  • Posts: 334
Re: GFX Mods: AI Defenses
« Reply #36 on: November 18, 2010, 05:37:14 PM »
Well then, let's wait what others think of the red-eyed front first. It's about the only part I've got mixed feelings about myself. ;)

Offline x4000

  • Chris Park, Arcen Games Founder and Lead Designer
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,237
Re: GFX Mods: AI Defenses
« Reply #37 on: November 18, 2010, 05:37:41 PM »
Cool enough with me. :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Giegue

  • Sr. Member Mark II
  • ****
  • Posts: 381
Re: GFX Mods: AI Defenses
« Reply #38 on: November 18, 2010, 09:30:34 PM »
I like what your doing so far. keep it up!

Offline wyvern83

  • Sr. Member Mark II
  • ****
  • Posts: 398
Re: GFX Mods: AI Defenses
« Reply #39 on: November 18, 2010, 09:57:59 PM »
I almost wish your AI Eye had some bluish-black to it, if you look at the guard posts you've done you can see you use two 'blacks'. I think it could use just a little of an accenting color.

I like your guard posts, but I much prefer the original Beam guardian.

I had to boot up my game to be sure why but I like it's asymmetry; your new version doesn't look right to me for that reason.
« Last Edit: November 18, 2010, 10:02:49 PM by wyvern83 »

Offline Giegue

  • Sr. Member Mark II
  • ****
  • Posts: 381
Re: GFX Mods: AI Defenses
« Reply #40 on: November 19, 2010, 01:21:12 AM »
yeah, I think the AI eye could use a little tune up as well.

edit: sorta getting mixed feelings about the guardian. I like it, but it seems a little off somehow. It looks a little too much like a starship.
« Last Edit: November 19, 2010, 01:23:15 AM by Giegue »

Offline HitmanN

  • Sr. Member
  • ****
  • Posts: 334
Re: GFX Mods: AI Defenses
« Reply #41 on: November 19, 2010, 07:03:07 AM »
Good point about the Eye. I'll give it a blueish hue.

The way the Guardians are currently, they basically are starships, with a different name, but 90% the same behaviour. Can't deny that my subconscious probably wants them to follow the common setup; mobile ships mostly symmetrical, statics guard posts asymmetrical, to have a pattern, and more easily identifiable icons.

In the end, it's up to Chris to make the decision whether to include this or not. Aside from the red cockpit, I don't think I'm going to change it for now. And since no one objected the cockpit, I think I'll focus on other stuff.

Offline zebramatt

  • Master Member Mark II
  • *****
  • Posts: 1,574
Re: GFX Mods: AI Defenses
« Reply #42 on: November 19, 2010, 07:11:41 AM »
I have a question: why does it need a cockpit?  :)

Offline Kron

  • Jr. Member Mark II
  • **
  • Posts: 78
  • Not an AI.
Re: GFX Mods: AI Defenses
« Reply #43 on: November 19, 2010, 07:14:30 AM »
So that it can have a place where the little robot AI pilot can drive. Duh. :D
Time travel in the classic sense has no place in rational theory, but temporal distortion does exist on the quantum level, and more importantly it can be controlled.
- Academician Prokhor Zakharov, "For I Have Tasted the Fruit"

Offline HitmanN

  • Sr. Member
  • ****
  • Posts: 334
Re: GFX Mods: AI Defenses
« Reply #44 on: November 19, 2010, 07:17:31 AM »
I have a question: why does it need a cockpit?  :)

Hehe, that just might be why I found it so odd. ;) Even though the AI needs some sort of sensors to 'see' where it's going, the cockpit does indeed seem somewhat excessive.

Ok, I think I'll do something about it afterall. I can be so indecisive sometimes, lol.