Then here we have a few more views from the current working copy. You'll notice that the shadows are now harsher, which has to do with the custom shaders that I've created for this.
Graphics Jargon StuffI'm moving to a very texture-less model, overall, at the moment (which is what I had intended from the start with the ships in this game, but I couldn't get it to look right until today). Instead it's all based on the normal map, rim lighting, and emission light. It's using blinn-phong lighting instead of PBR-style lighting, and I'm doing some cool stuff with an ability to custom alter the rim lighting on the dark side of ships based on light attenuation.
All that can be done in one pass inside the shader, which means that it can be draw batched really well. And we at most need to send a normal map and/or emission map to the GPU, no albedo texture or heightmaps or occlusion maps or anything of that sort. It's not a true toon effect, but it's definitely more stylized than my earlier attempts. One key thing is that even with this being a non-specular lighting approach, you get some degree of surface glint and gloss from the rim lighting. It looks absolutely killer in motion, and it's all custom shader forge work by yours truly, so I'm really pleased about it.
I've attached the shader forge nodes I've used, just as a point of curiosity if you like. It still has an albedo texture in that version, but I'm going to make another version that takes that out.
Far Zoom, Player Colors, EtcOne of the things that this one shows (poorly) is an early working copy of how far zoom mode will work -- really it's not a mode at all. Rather, squadrons and capital ships and so forth have an icon above them in the y axis that is always there (I'm sure we'll add a toggle to turn it off for screenshots), and it shows you the information you need even when you're zoomed in. It scales those things so that you can always see them, but it does NOT scale the ships themselves, and in fact they'll disappear if they get too small.
That way you have a nice hybrid view: small ships are small, which emphasizes the scale of the larger ships. You remain able to see the large ships from very very far away, despite also seeing icons for them. You're able to have all the information about the player color and all that while zoomed in or even looking sideways. Basically all the information is available as much of the time as possible... AND it allows for much more graphical freedom with animations for ships.
Specifically, I don't need squadrons to really stay that close to their marker. Their marker is kind of like those banners the roman legions used: you move those around (just like you always did icons in far zoom mode), and the ships that are under the influence of that icon are controlled by it, but loosely from a visual sense. It makes things way more organic in a really cool way, but still keeps things super crystal-clear in terms of your forces, enemy forces, and what orders you can give.
The icon that is shown in that screenshot is just for the fighter, and is set up just as a mockup (with the billboarding and zooming code, but that's it).
Frankly the clarity of how you're able to play is just going through the roof here, the performance load this represents from a visual standpoint is scalable (and minimal for the quality that you see), and the many performance benefits to the simulation that we've already made go nicely with that. For the sake of clarity more than anything else, I may be emphasizing larger but fewer squads when it comes to the smaller ships. A single squad of 10 already feels pretty big, but having even larger squads that I can see the status of with one icon rather than 2 or 3 is something I'd definitely appreciate.
Obviously we'll tune to taste, and that's moddable anyhow. I'm mainly just loving how uncluttered things are at the moment, and wanting to keep that as much as possible while still having battles that feel larger than before. I think we're at a place where that's feasible, at the very least. And no matter how you cut it, it's vastly better than the icon-gore that we had in the past.
(Side note: Bear in mind that the V in the mark V fighter icon is freaking huge right now, but that's because it doesn't have a border yet, which Blue has modeled and I'm putting in tomorrow).
Lots of exciting stuff.