alapidis

alapidis



07 Mar

Comment

Originally posted by Raapnaap

As someone who often gets sniped or attacked while browsing these types of terminals; Would it be possible to add a few cover walls adjacent to the terminal screen so you're less exposed? You're not able to reliably fight back while you're stuck inside a purchase menu.

A great point. I’ll pass it along to design to see what they say.

Post

Capture Point Silo WIP

Hey gang, it's been a spell so I thought I'd drop some more WIP work your way. As mentioned by Wrel in the dev notes; the capture points on each continent -- which were previously small capture terminals -- will now be replaced with a more unique looking Cotrium Capture Point Silo.

Just a reminder, this is a WIP and taken in blender as it's not complete in game yet. FX pass, sound and design are going to take a pass on it too. Once FX has a pass on it there will be plenty of visuals to communicate activity and ownership from afar. The silo itself is just large enough to be seen from a distance and support minor cover.

I'm actually already d...

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23 Feb

Comment

Originally posted by Nukhraya

Not sure if you can give us any information on this, but /u/alapidis, how far off do you think we can expect a PTS test on this? Considering the WIPs we have seen so far I believe we are still quite a bit off?

Sorry, I don't have any info on dates I can give out.

Comment

Originally posted by LorrMaster

Very nice. One thing that confuses me though are the gradual ramps. My designs usually go for fairly steep ramps in order to minimize the amount of room that they take up. Makes placement easier for both this and adjacent buildings.

Ramps need to be long enough to support the deep skirt of the structure (to allow for varying terrain heights on all sides). Stairs would have to lead out expanding the footprint but these ramps that run flush with the wall keep the footprint smaller but provide an access slope that works with a variety of elevations.

Comment

Originally posted by ALN-Isolator

Looking good! The only thing I would suggest would be editing the roof to have a one way shield so that air lock ons could be fired out (like the yellow roof shields on other types of spawn room)

The command center has that. This is a small pillbox for fast spawning but it design wants to add a roof shield I can easily. Let’s wait till we see all the new pieces together.

Comment

Originally posted by opshax

Any terminals included?

Not sure. That’s up to design. Still making all the new pieces for them to work with so we’ll see.

Comment

Originally posted by ThatChris9

Imagine a construction system where it’s almost like bits that snap together like that. Roads, paths, catwalks, buildings and so on

That’s harder for us to do given all the maps we’re made without construction in mind and have props scattered which impede placement. Those props are static in the map so we can’t remove them during runtime. Thus construct needs to be more Freeform to work in a greater variety of topography. But yeah a grid snapping system would be awesome. But also a heck of allot of work.

Comment

Originally posted by BOTBrad69

Looks good! My only concern is a visual clash with the command center - if possible, the command center's white exterior could get swapped for the darker set that all other construction assets seem to use?

I was given orders to make the command center look more modern and stand out while these were to look in line with the existing style of construction. But I did add more details cuz I can’t help myself.

Post

Construction Spawn Room Work In Progress

This is in Blender so the in-game will be lit differently. Any aspect is subject to change but feel free to send feedback if some part of the design concerns you. Toy sundy for scale.

External link →

12 Feb

Comment

Originally posted by Aikarion

That's amazing. How long did it take you to learn/master blender? Do you have any advice for others wanting to learn it?

There’s no magic shortcut to learning new software other than download it. Watch and follow tutorials and just keep using it till the features become 2nd nature so you can use them quickly without searching. Once you build muscle memory with anything is gets much faster but the ramp up is always painful. Just stick with it!

Comment

Originally posted by EyoDab

Ah, good to know! I want sure where they actually were windows, they didn't seem too transparent from this angle I know others have said this before, but I really appreciate you guys giving us progress updates like these. It helps us put things into perspective

The shield shader will be applied once it’s in the game engine. This shiny material is just for my own benefit when modeling it in blender. In game and film dev we don’t always have the same shaders in our modeling software as will be used when the asset is done.


11 Feb

Comment

Originally posted by Raapnaap

Looks nice. Do not forget to slap on a bottom mesh so that in the event this thing is constructed over a ditch, players cannot look inside from below. :)

Will do.

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!


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.