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Showing posts from March, 2018

Gameplay Concepts

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Over the last 6 months I've been working almost exclusively on new adding gameplay elements to enrich the overall game environment.  Some are general concepts, applicable to the main universal sandbox.   Others are more specific and fill out the lore of the gameworld.   Others such as missions, factions etc. are still to come. Here are the last 6 months worth of gameplay concepts, in alphabetical order. Air Resistance When ships enter/leave atmospheres they encounter air resistance.   This is imparted as a drag on the physics of the ships, with the primary effects being reduction of top speed, and dampening of flight controls. Ships may or may not come with wings, be careful flying into a planetary atmosphere without wings! The intention is to impart air resistance to the damage model, causing ships entering an atmosphere too fast to burn up and be destroyed. Target speed is set at 1000 km/h, but due to air resistance, it is currently max...

Ship Dashboards

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Here's a quick look at a prototype dashboard for spaceships.   Like everything else in the game so far, the artwork is 100% prototype.  In Pegwars, spaceships are like future cars, so I've modeled the prototype from an 80's classic sports car.   The 80's really was the bomb, I love it how car designers tried to get so futuristic for a period of time. The gauges, from left to right : - Hull Integrity - Shields - Engine Revs - (Top) Set Speed - (Bottom) Actual Speed - Current Gravity Forces - Power Usage - Power Available Left and right of the dash will be a couple of MFD's (multi-function displays) that the pilot can customise to display whatever info they like. Beneath the speed readouts are a couple of icons that I haven't used yet, but the idea is they will function as 'check engine' lights much like in cars today.  Expect that when you are under heavy fire and damage to see a whole row of bright red icons indicating your ship is about...