New Gem Corp Cruiser

A new contribution from PixelDad, fully textured to boot. Shamefully I can’t grab an in-game screenshot due to the half-finished shadow-mapping integration, but here it is in the model viewer looking fairly beefy!

Equipped with five double-barrel plasma turrets by default, with anย optional four rear mounts for other toys, as well as a high powered energy lance on the rear ventral section. This beast is designed for long range recon missions, and is capable of standing up for itself if the need arises.

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Author: Mak View all posts by

3 Comments on "New Gem Corp Cruiser"

  1. Andrew Copland December 24, 2014 at 9:26 am -

    Looks big and solid, like you’d almost ram other ships out of the way!

    So how big will player ships be? Do you control bigger ships differently from little one? it always strikes me that flying a capital ship like a fighter is a bit odd.

    Also I was trying to comment on your “Ground Control” post but comments are off. Perhaps the reason it started working without jitter is the space you’re working in. If you’re offsetting and transforming vertices relative to the camera then floating point precision might be enough as the distance is small – it’s always local to the view- rather than relative to the planet.

    Are you still going to do a write up about the terrain?

  2. Mak December 24, 2014 at 12:27 pm -

    I daresay it might end up bruising a fair few ships/players ๐Ÿ˜‰

    All ships are ‘to scale’ – in that I’m using a typical human height of 1.83m, and then scaling the vessels to accomodate. Truly ‘alien’ designs will use a different height basis. They have to be semi-realistic, as when I plug in the PCG ‘Deck Generator’ it has to sit well with the hull geometry. I think the largest vessel in the database is 2.3km as it stands.
    The intention at the moment is that every ship will behave and handle differently, but – in the interests of gameplay – within reason. I’m not aiming for ‘super-realistic’, or ‘arcade’ – but hopefully something in-between that’s approachable and acceptable to all. Ship technologies (largely) will be non-newtonian/newtonian hybrids. They have Inertial Dampers (so no pilot g-forces), and also sub-c drives can manipulate gravity around the ship, so large vessels can turn ‘quickly’ – though not as fast as a small fighter. You can turn off elements of the drive so you can spin around like a loon whilst still exiting the combat area at high velocity if you wish.
    Larger vessels (destroyers, capital, etc) will move very slowly in sub-c, but be capable of zipping about at c-plus, though can’t use the wormhole gateway network (due to their size), whereas smaller fighters will move very fast in sub-c, but be less capable at c-plus (or have smaller ranges), but can use the wormhole gateway network. It’ll all be about trade-off’s, pro’s and con’s. Some vessel technologies will also be newtonian only. Hopefully enough variety to let you (the player) choose their preference and enjoy the experience, without crippling my dev effort with too much to do ๐Ÿ™‚

    I think I did ‘something’ to WordPress’s settings on the comments – I dare not fiddle with them again ๐Ÿ™‚ All new posts should now allow commenting – hopefully!

    When I return to working on Maggy – that’s the first thing I’ll be doing – making the vert’s relative to camera space, to hopefully resolve the jitter (or at least reduce it). In fact (if I remember right) you did comment on another post here to that end (just checked, Progress Ping, 7th Oct) – so cheers for thinking of this twice!

    I have a BIG blog post (possibly website article) slowly forming in my head on the Terrain aspects, there will definitely be a write up – just can’t say when. Whilst ‘off work’ I’ve been considering gas giants as well. I may have a unified system (if it pans out) – just need to try it!

    Speaking of which, this reply probably qualifies as a blog post now! ๐Ÿ˜€

    Merry Christmas to you, and everyone on Pioneer in the mean time ๐Ÿ™‚

  3. Mak December 24, 2014 at 12:28 pm -

    Grr… no idea why WordPress has started fluffing up the comment formatting… sigh.

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