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Old 20 March 2007, 14:13   #101
olandrobo
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Interesting suggestion but that doesn't feel so good to be honest. I'd rather have no intro. It will be very difficult to remain the style that we set.
(The intro sequence was meant to be in 3d.)
What can be done is to write the story down next to the Shenandoah spacecraft.
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Old 20 March 2007, 16:29   #102
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Quote:
Originally Posted by olandrobo
What can be done is to write the story down next to the Shenandoah spacecraft.
I think I've got a nice idea to do the "intro" then. Would work only, however, if the background story consists of more than just a handful of sentences.
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Old 20 March 2007, 18:08   #103
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Great Idea: a scrolling text next to the player's rotating space craft would be excellent taste. This would be great!

Olandrobo: could you tell be if that blue domed city (is it the "minas" thing?) along with all the small man like figures and the tank (in the small screenshot)appears in the first level?

Do you have the gfx for this man like figure? Is it supposed to be an enemy?
Also, did you plan partially destroyable environments? the screen shot shows a big broken dome near the city.

Do you also have
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Old 20 March 2007, 18:09   #104
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Whoops, sorry for the last sentence. Computer bug...
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Old 20 March 2007, 18:16   #105
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@starlord:

The screenshot from Amiga Dream no.1 doesn't show the first level (or the level was heavily reworked afterwards), that should answer most of your questions.
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Old 21 March 2007, 10:23   #106
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The story is a bit more than a few sentences...

The screenshot you're refering to is from the second level. When the player has just reached the surface of the planet in question. And yes we planned for destructable backgrounds like the domes. They aren't the Minas object though.
The small yellow men that seam to appeal especially to you Starlord a great deal, are enemies. We have those men animated somewhere in our gfx archive.
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Old 21 March 2007, 14:10   #107
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Time for a new screenshot:



This one shows an actual part of level one, which (the level) is about 25% complete now. The explosion you see in the screenshot isn't final (badly ripped from the PC preview) and the small "lavaspit" sprite isn't filtered yet, but apart from that, this is how it will look.
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Old 21 March 2007, 14:15   #108
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I see a red comet... ?
Otherwise looking real good.
The space dust should however not be white, some mid grey blue would be better.
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Old 21 March 2007, 14:18   #109
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Quote:
I see a red comet... ?
Hehe, yes. It was just hit by a bullet when I made the screenshots. Unlike the Amiga preview, I made enemies flash red instead of white when hit.

Quote:
The space dust should however not be white, some mid grey blue would be better.
I think it is like that in the Amiga preview as well. Changing it to mid grey/blue is no problem, but the layers are moving quite fast, so darker pixels would be much harder to notice at all.
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Old 21 March 2007, 14:19   #110
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The Backstory:

During the interstellar wars a band of mercenaries acted more like pirates and looters than actual soldiers, towards the end when chaos spread. The leader of this group was the former and well know Captain Nestor.
Without a doubt the biggest prize of their campaigns was the Shenandoah. A device designed to terraform barren planets and making them habitable. With this device and the rest of their treasure Nestor and his men have started to build their own army which now poses a great threat to the confederate nations.
The latest in armoury and advanced hardware has been assembled for your mission to infiltrate Nestors reigns and to locate and return the Shenandoah.
State of the art technology and your superior skill as an acclaimed combat pilot are what will determine the outcome of this conflict.
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Old 21 March 2007, 14:34   #111
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Quote:
The Backstory:
Great, thanks. Reminds me of the Genesis device in the Star Trek movies.
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Old 21 March 2007, 14:41   #112
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I know. Haven't seen it though, I'm not really fond of Star Trek...
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Old 21 March 2007, 19:40   #113
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WOW!!!

Great stuff!!

Especially as far as shooters go: We are quite far to the "kill all the aliens and go home" plot. It's nice to see a bit of depth.

I can also add that the game end through the boost gate in order to get to the shenandoah is a stroke of genius.

Olandrobo: who is this person's head on the screenshot? On the game tool bar in the centre?
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Old 22 March 2007, 10:01   #114
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Thanks!

We had in mind to have the mission control appearing every now and then to warn about certain enemies and situations ahead, but we abandonded that idea due to performance and never made the samples for it.
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Old 22 March 2007, 10:32   #115
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How many levels did you have in mind to create for shenandoah exactly?
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Old 22 March 2007, 10:47   #116
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Quote:
Originally Posted by olandrobo
We had in mind to have the mission control appearing every now and then to warn about certain enemies and situations ahead, but we abandonded that idea due to performance and never made the samples for it.
That's funny, because I had the idea to let some female computer voice saying things like "Warning, mine field ahead". I thought that would fit very nicely into the game.
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Old 22 March 2007, 13:15   #117
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Five or six levels. Depends on how you count also. We see the demo as one level in two parts.
We then have the planet rocky surface level.
Followed by the Forest level.
And then the Cave level.
Which leads to the Center core level.
The last one is the Deep space high speed level. (With the boost gates.)

The rocky surface was meant to lead down to the caves but I think it has to be reorganized a bit for it to make sence.
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Old 22 March 2007, 14:11   #118
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About the voice: I vote to let it in the game!

Shenandoah, once finished, will be a killer!
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Old 23 March 2007, 08:50   #119
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More assets uploaded to the zone!
Check "shen_base_and_lvl1_gfx.zip"

Go Wild!
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Old 23 March 2007, 11:25   #120
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Great! Let's see how much work I can get done this weekend.

Just a few questions that came to my mind while taking a first look at the graphics:

scorepanel.tif:
In the example, you labeled the number on the right as showing the cash. But shouldn't that be showing the points for player 2?

space.tif:
This one uses a completely different color scheme than the level 1 background of the PC and Amiga preview. Is that a newer version? That's just out of curiosity, I can't use it anyway, as it does not tile correctly.

level1/backdrop.tif:
What's the use of that one?

level1/WRECKS.tif:
These are cool, but how was it intended to implement them?
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