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Lobster Uprising II: Terror from the deep

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Date Editor Before After
12/5/2012 11:21:23 PMEErankAdminAnarchid before revert after revert
12/5/2012 10:54:34 AMEErankAdminAnarchid before revert after revert
12/5/2012 10:52:36 AMEErankAdminAnarchid before revert after revert
Before After
1 I want to try redoing the amph factory, so i'll write a neonpost about that. 1 I want to try redoing the amph factory, so i'll write a neonpost about that.
2 \n 2 \n
3 Why: 3 Why:
4 - current amphs don't look amphibious at all. 4 - current amphs don't look amphibious at all.
5 - they lack a consistent style 5 [s]- they lack a consistent style[/s]
6 - some of them are old and clunky not-really-but-TA models. 6 - some of them are old and clunky not-really-but-TA models.
7 - they offer for some interesting things to be done (more on that later). 7 - they offer for some interesting things to be done (more on that later).
8 - i might have sufficient free time following three months. 8 - i might have sufficient free time following three months.
9 \n 9 \n
10 Also: None of the amphs are listed in replacements-wanted list here, but of the stuff that is wanted: 10 Also: None of the amphs are listed in replacements-wanted list here, but of the stuff that is wanted:
11 - ships are claimed by Sak and don't interest me. 11 - ships are claimed by Sak and don't interest me.
12 - commander models seem to be CptBenz' domain, and he's good with them. 12 - commander models seem to be CptBenz' domain, and he's good with them.
13 - aircraft con seems already taken, and also doesn't bother me much - plus there are existing models for construction aircraft lying around on engine board that just wait for the taking. 13 - aircraft con seems already taken, and also doesn't bother me much - plus there are existing models for construction aircraft lying around on engine board that just wait for the taking.
14 \n 14 \n
15 How: 15 How:
16 - a common atlas (customized from pieces of nexuiz, cube2, and the like) to enforce consistence by technical means and speed of progress. 16 - a common atlas (customized from pieces of nexuiz, cube2, and the like) to enforce consistence by technical means and speed of progress.
17 - blender and no upspring at all. exported to collada as per zk guidelines (makes no real ingame difference though). 17 - blender and no upspring at all. exported to collada as per zk guidelines (makes no real ingame difference though).
18 \n 18 \n
19 What (in general sense): 19 What (in general sense):
20 - Dome-like hulls to convey amphs' resistance to underwater pressures. Sleeker droplet-shaped versions for raider types. 20 - Dome-like hulls to convey amphs' resistance to underwater pressures. Sleeker droplet-shaped versions for raider types.
21 - Generally rounded and solid appearance, minimum of hard edges. Organic-like shapes made of cold metal. 21 - Generally rounded and solid appearance, minimum of hard edges. Organic-like shapes made of cold metal.
22 - Less-humanoid appearance generally. (tentacles!) 22 - Less-humanoid appearance generally. (tentacles!)
23 - More appendages that fit with marine units - fins, tentacles, and such. 23 - More appendages that fit with marine units - fins, tentacles, and such.
24 - Different underwater and overland walk animations. 24 - Different underwater and overland walk animations.
25 - Visibly disable surface-warfare weapons when submerged. 25 - Visibly disable surface-warfare weapons when submerged.
26 \n 26 \n
27 Specific unit ideas: 27 Specific unit ideas:
28 - Buoy: vertically extended dome shape, visibly packed weapon when underwater (but rid of the whole closing armor thing i did in other thread), tentacles, general jellyfish-like shape. 28 - Buoy: vertically extended dome shape, visibly packed weapon when underwater (but rid of the whole closing armor thing i did in other thread), tentacles, general jellyfish-like shape.
29 - Archer: horizontally extended droplet-shaped hull, visible water tanks, shoots from a pair of side-mounted hose/tentacles. 4 appendages for walking. Tentacle guns retract into hull when submerged. Possibly animate water level in the tanks somehow. "Chthulhu scuba diver" general concept. 29 - Archer: horizontally extended droplet-shaped hull, visible water tanks, shoots from a pair of side-mounted hose/tentacles. 4 appendages for walking. Tentacle guns retract into hull when submerged. Possibly animate water level in the tanks somehow. "Chthulhu scuba diver" general concept.
30 - Duck: pretty much like current, but sleeker. Torp guns change shape when surfaced to indicate inability to fire at submerged targets from surface. Slightly longer walking appendages to allow for nice "almost-swimming" animation when submerged. 30 - Duck: pretty much like current, but sleeker. Torp guns change shape when surfaced to indicate inability to fire at submerged targets from surface. Slightly longer walking appendages to allow for nice "almost-swimming" animation when submerged.
31 - Angler: either assimilated version of current one (with smoother launcher rack to fit into dome shape better), or a squid-like shape with missile tubes like on rocket subs irl (fixedlauncher). In either case, opening hatches for missiles when on surface. 31 - Angler: either assimilated version of current one (with smoother launcher rack to fit into dome shape better), or a squid-like shape with missile tubes like on rocket subs irl (fixedlauncher). In either case, opening hatches for missiles when on surface.
32 - Grizzly: Kraken-like thing with raised corpus mounting a dome-shaped turret on top, 4 walking appendages. (or betentacled guns like your average martian tripod instead of turret) 32 - Grizzly: Kraken-like thing with raised corpus mounting a dome-shaped turret on top, 4 walking appendages. (or betentacled guns like your average martian tripod instead of turret)
33 - Clam: Hermit-crab-like shape (most appendages concentrated into frontal part) with extensible eyestalk-like nanolathes. "Body" is raised when walking in water, dragged on ground when moving on land. 33 - Clam: Hermit-crab-like shape (most appendages concentrated into frontal part) with extensible eyestalk-like nanolathes. "Body" is raised when walking in water, dragged on ground when moving on land.
34 \n 34 \n
35 --------------- 35 ---------------
36 \n 36 \n
37 Discuss (mainly in terms of should-do or forget-about-it). 37 Discuss (mainly in terms of should-do or forget-about-it).