Developer Blog #38 - Space Terrain

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Developer Blog #38 - Space Terrain

Postby Sypheria » Mon Jan 19, 2015 1:14 pm

Space noun : a continuous area or expanse that is free, available, or unoccupied.

Space is vast and contains amazing sights painted with the colours and designs of a LSD trip; but it’s also primarily empty. Many of you may know of our lack of adherence to the laws of science such as our space flames, explosions in space, flying into suns and having sounds in a vacuum. We are going to augment that by slapping what we call “space terrain” into the vast emptiness of space. Why? Space is mostly boring. (don’t tell Space I said that!)

We are primarily going to cover non-moving (there are some exceptions) areas that will interact with player's units in some way. So things like asteroids or even asteroid fields are going to be left out as they are more of a celestial object and don’t fall under the space terrain game system.

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First up, we have Solar Winds. This is a interesting one as it is the only space terrain with distinctly different states. Solar Winds are bound to suns and will pass through several different “seasons” in which both the colour and ferocity of the effects (both visual and gameplay) will increase. In it’s calm season, they will do low damage over time (DoT). Now everyone who wanted suns to deal damage when near will have it. The next level of Solar Winds will increase the damage of the DoT and slow all units unfortunate enough to be caught it in. The final degree increases both effects of the second level even further, permanently shreds armor (which can be repaired only in a spaceport/shipyard) and causes electrical issues. Electrical issues can be anything from weapons discharging themselves or tracking targeting incorrect units to mechanical components from Human, Veru’nas and Cauldron-born not usable at all.

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Next up is the Dust Cloud and Gas Cloud.

Dust Clouds obscure units within it. This goes both ways, so units trying to see out of a Dust Cloud, trying to see other units in the dust cloud or units trying to see into the Dust Cloud will have to be very close before being able to see their target.

Gas Clouds have the opposite effect. Units within a Gas Cloud which are moving will leave trails and will be seen from a further distance than normal. The trails will fade over time and the unit creating them will return to normal visibility once they expire.

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Advancing along, our next two environments are Pulsars and Anti-matter Rifts.

While Pulsars may be one of the more lethal occurrences of space, right now we are only talking about the persistent effect they exhibit to nearby units. These units will suffer from spikes of gamma radiation and have their armor permanently reduced.

Anti-matter Rifts may be the only type of space terrain you’ll want to be near. Units in one will be sped up, both while in combat speed and travel speed.

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Two very interesting environments are the Space Storm and the Storm Core.

The Space Storm will discharge and send out bolts of plasma to strike units traveling through it; this will cause a DoT effect on them. The second component of Space Storms are their dust walls. These walls completely block vision through them. Should you chase a fleeing ship through it or not risk the potential ambush waiting on the other side?

Storm Cores spawn randomly in the universe and start small. As time passes they will continuously grow until they finally expend themselves and dissipate. Players cannot FTL into or out of the affected area of a Storm Core. Electrical issues will also occur similar to those listed in Solar Winds.

Ion Storms can be dangerous for combatants. Units struck by a Ion Storm’s discharges will be unable to use shields. Units caught in the field of an Ion Storm will be unable to use FTL and will suffer from a low damage DoT.

Our final space terrain is currently unnamed and we would like your help to come up with one. This environment is a series of clouds which glow brightly when disturbed. Any unit within one which has not moved or attacked for over a minute will become invisible, otherwise they can be seen from further a distance than normal like the Gas Cloud.

Current ideas for it’s name are as follows:

A) Spatial Fold
B) Ice Gas Cloud
C) Bioluminescent Particles
D) Charged Gaseous Cloud
E) Temporal Anomaly
F) Derelict Cloak Generator

I personally don’t feel any of these fit well, so feel free to come up with a name of your own!
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Re: Developer Blog #38 - Space Terrain

Postby Lord Tyrius » Mon Jan 19, 2015 2:12 pm

Exciting stuff! For the name I don't know, maybe something with "nebula", like ion, glow or luminescent :ugeek:
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Re: Developer Blog #38 - Space Terrain

Postby Huginn » Mon Jan 19, 2015 2:31 pm

Sypheria wrote:Our final space terrain is currently unnamed and we would like your help to come up with one. This environment is a series of clouds which glow brightly when disturbed. Any unit within one which has not moved or attacked for over a minute will become invisible, otherwise they can be seen from further a distance than normal like the Gas Cloud.

Current ideas for it’s name are as follows:

A) Spatial Fold
B) Ice Gas Cloud
C) Bioluminescent Particles
D) Charged Gaseous Cloud
E) Temporal Anomaly
F) Derelict Cloak Generator

I personally don’t feel any of these fit well, so feel free to come up with a name of your own!


C) Would make most sense, making it a bi-effect from some race of Acaean creature.
D) Would also make sense, where movement will make sparks happen in the unstable gas clouds.

Or you could have a field made up of a thick layer of dust, combined with many large mineral crystals that disrupts long range scanners, but will have significant reactions on scanners if being moved. We're talking thick as oatmeal.

Edit: C) Would make most sense, making it a bi-effect from some race of Acaean creature.

A microorganism strong enough to survive in space and live off energy from ship engines? If they move, the microorganisms react.

Edit 2: Would also be cool if this field would move randomely through the universe, flying on solar winds in huge colonies
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Re: Developer Blog #38 - Space Terrain

Postby The4Elements » Mon Jan 19, 2015 4:00 pm

slip-space expanse
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Re: Developer Blog #38 - Space Terrain

Postby Azzeral » Mon Jan 19, 2015 4:19 pm

Technicolor Ort cloud
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Re: Developer Blog #38 - Space Terrain

Postby Necroledo » Mon Jan 19, 2015 4:56 pm

That looks amazing! Space is going to look and feel awesome with those effects.

For the unnamed cloud... With such effects, it reminds me of the space icebergs cloud from the "Titan AE" film. Maybe with graphics that remind more of icy rocks, and that move and shimmer when a ship moves between them.

EDIT: forgot to suggest a name >.< I'd say Ice Cluster or Ice Cloud.
Last edited by Necroledo on Tue Jan 20, 2015 8:50 am, edited 1 time in total.
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Re: Developer Blog #38 - Space Terrain

Postby Cut123 » Mon Jan 19, 2015 7:40 pm

Nebula.
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Re: Developer Blog #38 - Space Terrain

Postby AeonH4x » Mon Jan 19, 2015 9:21 pm

Space: Space is big. You just won't believe how vastly, hugely, mind- bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space.

-Douglas Adams.

I felt this was appropriate. ahahha.


This stuff looks great guys.

E) Temporal Anomaly, sounds semi appropriate. Especially if it just looks like a regular gas cloud.
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Re: Developer Blog #38 - Space Terrain

Postby Silligoose » Wed Jan 21, 2015 3:28 am

The 'space terrain' idea is very interesting and certainly appears to be an addition that would increase the strategical and tactical depth of Novus Aeterno. Thumbs up!!

As for the name, I'd throw Aurora Evanescere in the hat - Aurora referring to the clouds that become bright when disturbed, Evanescere referring to the disappearance of ships within.
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Re: Developer Blog #38 - Space Terrain

Postby sonicx123 » Wed Jan 21, 2015 4:03 am

Look of to space terrain
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