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PurestEvil on scored.co
1 year ago5 points(+0/-0/+5Score on mirror)1 child
When I was in school, I sometimes drew something. I didn't keep any of it, but these were cool images. Always something I thought up. Like a factory with chains all around, and a large internal view. Or a building looking upwards with a bright sun. But never in color, only with pencil. I think I am still good at drawing, but nowhere near the level of Hitler's art skills. Maybe if I'd dedicate a lot of time, effort and practice... but even then I'd rather learn to paint with a computer. I already have 2 graphic pads, so it is an option.
1 year ago5 points(+0/-0/+5Score on mirror)2 children
I think you mix me up. I am the one who works on a space combat/exploration game. No niggers, no faggots, players can only be White characters and all hostile factions are some brand of shitskin-jew-mongrel who have been long thrown out from Earth, which caused the White race to thrive for centuries and basically conquer the galaxy (and later others too).
Btw, just 2 days ago I had a great idea about what to implement, which would greatly complement player activities.
1 year ago2 points(+0/-0/+2Score on mirror)1 child
That's what it was. Didn't realize graphic design wasn't in your repertoire. I always figure people making games have all these sketches and drawings everywhere. Bad assumption on my part.
Oh, I see. Technically you need all sorts of people for games. Programmers, testers, various artists for 2D, 3D, animations, sound, those knowledgeable in game design itself, decision makers who follows one vision and doesn't allow it to get diluted. Optionally web designers, marketing and business people.
There is quite a major chunk of "art" involved, but in my case it's mostly about designing stars, nebulae, galaxies, warp, space ships, faction styles, weapons, shots, explosions, planets, moons, also considering rendering far away and close up.
What I chose to do is something that has a lot of math and algorithms, and once done, things can scale up a lot. I draw inspiration from Battlestar Galactica, Ghost Recon Wildlands, Helldivers 2... I want extended, epic space ship battles.
1 year ago2 points(+0/-0/+2Score on mirror)1 child
It would be cool to get details and updates, but make sure not to doxx yourself - you don't need that hassle.
Everything you list is well suited for procedural generation, so I'm guessing that's the route you're going? Are you doing this from scratch or in an engine?
I may be mixing you up with someone else...
Btw, just 2 days ago I had a great idea about what to implement, which would greatly complement player activities.
There is quite a major chunk of "art" involved, but in my case it's mostly about designing stars, nebulae, galaxies, warp, space ships, faction styles, weapons, shots, explosions, planets, moons, also considering rendering far away and close up.
What I chose to do is something that has a lot of math and algorithms, and once done, things can scale up a lot. I draw inspiration from Battlestar Galactica, Ghost Recon Wildlands, Helldivers 2... I want extended, epic space ship battles.
Everything you list is well suited for procedural generation, so I'm guessing that's the route you're going? Are you doing this from scratch or in an engine?