Planetside

Planetside Dev Tracker




11 Feb

Comment

Originally posted by EyoDab

Those shiny bars were see, are those 1/2 way shield? Or are they cosmetic only?

Which shiny bars? The windows? The windows are shielded yes.

Comment

Originally posted by M1kst3r1

Outside looking really good, but what's inside will determine if it's fun to defend and attack.

If we get more of these larger construction pieces, it will add a lot of variety that players can get creative with.

Are there thoughts on what construction items can be "attached" to the command center? For example, roof access from and to an infantry tower.

There is a spawn room in the tower with a vertical shaft to the roof antenna for fast defense from an elevated position as well as a spiral staircase down to the roof deck from the spawn room and a grab lift to the deck from the 2nd floor.

Comment

Originally posted by Aikarion

Is Blender the company-wide software choice or a personal choice?

All the 3D artists at rogue planet use it.

Comment

Hey guys, just thought I'd share a Work in Progress shot before I head out for the weekend. I don't wanna over-do it and you get sick of me, but I think it's looking pretty cool.

Just a note though, this lighting is in blender and not in-game which tends to be less dramatic/high contrast for game play reasons. Have a great weekend!


10 Feb

Post
    Mithril on Forums - Thread - Direct
Thank you everyone for your feedback! We appreciate all your thoughts! We're going to leave this thread open for further discussions at least until the next dev letter. Once again, thank you very much!

09 Feb

Comment

Originally posted by Ceskaz

Maybe add a panel on the platform just in front of the doorway so that vehicles can't spam inside

There is a fat pillar just inside the door to function as a line of sight blocker and to split attackers as well as provide more of a choke to keep vehicles out. Same with the garage. Support struts inside will act as a porous wall to prevent vehicles from getting in but let players pass.

Comment

Originally posted by LorrMaster

Here is my suggestion for the ramps. See that vehicle spawn area? That thing is going to have to be at ground level no matter what. So if you could have one of the entrances run along parallel to that, you could reduce the number of places that *have* to be above ground from 3 to 2.

Making the vehicle ramp steeper will also give more wiggle room during placement.

For the other entrance, you might want to consider having the ramp start a little bit inside the building to give you more height without changing the area of the building.

The vehicle ramp does start inside the building. It’s unseen in this shot but the ramp starts at the edge of the vehicle pad itself and the dark sides are more guide rails when exiting. The ramp extends down for a while to the skirt and is at a gentle grade.


08 Feb

Comment

Originally posted by SPH_NX

Does the building come with those vehicle pads pre-installed or are they snappable sockets where you need to drop the usual modules into?

Preinstalled currently.

Comment

Originally posted by ItzAlphaWolf

Would it be possible to add foundation blocks to help placement on uneven terrain as well?

I asked that too but it just recreates the same issue of needing to support a large depth difference on all sides of the structure foundation. And it wouldn't really solve it, since then one side would have a massive wall from the block face where the other side is close to the surface.

Keeping the footprint of the building tight, and building in access ramps to each doorway is really the ideal solution.

Ya want:

  1. Smaller footprint to require less unobstructed area.
  2. Tall skirt to support vastly different terrain height from all sides.
  3. Ramps to all doors perpendicular with doorway stairs to offer access at extreme height differences without expanding the footprint.