Poll

Which DLC would you like to see next?

AI Plot/Endgame: AI Threat assessors
15 (17.2%)
Feature: Floating Licenses
2 (2.3%)
Feature: Construction Templates
10 (11.5%)
Feature: Visual shot power representation
10 (11.5%)
Feature: Auto-balance energy
8 (9.2%)
Rebalance/Tweak: Boosting fortress
4 (4.6%)
Rebalance/Tweak: Rebel colonies
6 (6.9%)
Rebalance/Tweak: Transports "rewamp"
5 (5.7%)
Control Node: Single Planet re-builders and engineers
10 (11.5%)
Control/Hotkey: Shift queuing on galaxy map pauses movement
4 (4.6%)
Unit: Support starship line
13 (14.9%)

Total Members Voted: 0

Voting closed: April 11, 2010, 10:36:02 pm

Author Topic: Community DLC Suggestion Poll: Week of 4/4/10  (Read 2934 times)

Offline Baleur

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Re: Community DLC Suggestion Poll: Week of 4/4/10
« Reply #15 on: May 10, 2010, 10:27:39 pm »
Quote
Feature: Visual shot power representation
As Chris said, this could take a while to implement; but it would be very nice to add a bit more variety to the shots and make it easier to realize the difference between, say, a mk I bomber and a mkIII bomber.

That could be really easy, just decrease the shot effect gamma or contrast for the MK2 and MK1 ships shot graphics.
As in. Still using all the same shot gfx, but copied and run through a simple photoshop filter.

Bomber MK1 - Gamma turned down 50% (shot appears darker, more blue than white, and the radius slightly less due to more of the edge being transparent or dark)
Bomber MK2 - Gamma turned down 25%
Bomber MK3 - Same exact gfx as currently.

Or even simpler, just resize them for each of the MK-versions. That could probably be done with ingame-code, right?
Heck I'm even sure that recoloring them would work with ingame code, considering the nebulas and planets can have random colors, couldnt you just insert some "awesome code" that tints the shot gfx another color (or another brightness) if its spawned from an MK1 ship vs an MK2 or MK3?
« Last Edit: May 10, 2010, 10:29:49 pm by Baleur »

Offline keith.lamothe

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Re: Community DLC Suggestion Poll: Week of 4/4/10
« Reply #16 on: May 10, 2010, 10:47:00 pm »
Well, in-code scaling tends to have nasty effects on in-code rotation.  Not sure about in-code colorization, we could probably do a sort of color diffusion, not sure if that would look ok.

We're probably going to have a lot more flexibility for that kind of thing after the Unity port planned for July-August.
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