Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Alex on multiplayer
I’m taking a slightly different approach to ships now that I’ve had some more experience drawing them. At first I drew perspective views of the ships as 3d objects; this isn’t necessary because the ships will always be seen as top-down sprites. So for the concepts above, I’ve drawn the ships much as they’ll appear in the final game in terms of silhouette and color, though of course these are painted rather than pixeled at this point.
Wyvern is 100% correct about the math.
thanks, i guess i should try and explain my why i am after them. I am want to make minecraft versions of the ships and then using a program called mineways export them for 3D printing
Changes as of May 24, 2013Reinvented Starsector.That is all.
You forgot this one:It's certainly not all the ships but it is something.
There's quite a difference between purely functional concept art and the highly polished promotional "concept art" one tends to see released by game companies. What I'm going to show is absolutely the former with no time spent making it look nice. It's my sketchbook, in other words. But hey, since interest was expressed, I'll show a bit of it.(And maybe I'll just make this into a blog post, at that.)Gallery is here.Click on a thumbnail to view it full size, or something. Edit: OK, thumbnails didn't work. Just click on the link.SpoilerWeapon firing radius conceptVarious frigates & fightersTorpedo Bomber and Escort CarrierEagle & Falconsketch of attachable weapon elementssketch showing the rendering of beam weaponsmissiles & torpedoPhasing conceptgif showing how weapon recoil rendering could workWeapon radii UI element conceptAtlasvarious non-military shipsHammerhead & some fightersvariations on Escort Carrier & modified bulk freighterconcept for Taurus, Tempest, Venture, and Apogeeships, Paragon & Odysseyweapons, Guardian PD & AM blasterweapons, hypervelocity driver & unused missileweapons, various old-tech and mining blasterweapons, Vulcan, Phase Beam, HIL, etcweapons, many including Flak, Hellbore, Gaussweapons, missiles & launchersweapons, more missiles & launchersweapons, PD laser, ion, graviton, plasma, autopulseweapons, Assault Chaingun & weapon racks[close]
There's quite a difference between purely functional concept art and the highly polished promotional "concept art" one tends to see released by game companies. What I'm going to show is absolutely the former with no time spent making it look nice. It's my sketchbook, in other words. But hey, since interest was expressed, I'll show a bit of it.(And maybe I'll just make this into a blog post, at that.)Gallery is here.Click on a thumbnail to view it full size, or something. Edit: OK, thumbnails didn't work. Just click on the link.Weapon firing radius conceptVarious frigates & fightersTorpedo Bomber and Escort CarrierEagle & Falconsketch of attachable weapon elementssketch showing the rendering of beam weaponsmissiles & torpedoPhasing conceptgif showing how weapon recoil rendering could workWeapon radii UI element conceptAtlasvarious non-military shipsHammerhead & some fightersvariations on Escort Carrier & modified bulk freighterconcept for Taurus, Tempest, Venture, and Apogeeships, Paragon & Odysseyweapons, Guardian PD & AM blasterweapons, hypervelocity driver & unused missileweapons, various old-tech and mining blasterweapons, Vulcan, Phase Beam, HIL, etcweapons, many including Flak, Hellbore, Gaussweapons, missiles & launchersweapons, more missiles & launchersweapons, PD laser, ion, graviton, plasma, autopulseweapons, Assault Chaingun & weapon racks