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Question: What would you like to see in Blackrock?
More ships - 259 (26.8%)
More weapons - 165 (17.1%)
More campaign features - 133 (13.8%)
Space monsters - 180 (18.6%)
More lore - 44 (4.6%)
More music - 34 (3.5%)
More portraits - 59 (6.1%)
Subfactions - 93 (9.6%)
Total Voters: 426

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Author Topic: [0.7.2a] Blackrock Drive Yards v0.8.6 - UPDATED! (12.01.2017)  (Read 561011 times)
Cycerin
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« on: August 19, 2012, 07:45:39 PM »


DOWNLOAD BLACKROCK FOR STARSECTOR 0.7.2a!
Mod version 0.8.6
Changelog
NOTE: Requires GraphicsLib or ShaderLib by DarkRevenant. Download here.
Also requires LazyLib
Compatible with Starsector+, DynaSector, Nexerelin




Blackrock Drive Yards is a mod that adds a new faction to the campaign, two intriguing star systems, a few missions, and tons of ships and weapons. Scroll down to get an idea of what the faction's like.

Main features:

- A whole host of carefully-designed, fun to fly ships balanced against vanilla Starsector
- Over 40 new weapons, both modular and built-in
- A faction with its own identity and play style
- No borrowed assets or audio - a completely original work, with its own sounds, art, writing and music
- Adds fresh mechanics with scripted weapons and ships
- Two gorgeous new star systems
- Surface, normal and material mapped for ShaderLib/GraphicsLib

click to view ships:

Sentinel-class Drone


Bulwark-class Drone


Dipteron-class Interceptor


Vespa-class Torpedo Bomber


Krait-class Heavy Fighter


Serket-class Phase Fighter


Robberfly-class Corvette


Locust-class Gunship


Weevil-class Heavy Frigate


Mantis-class Frigate


Imaginos-class Dimensional Frigate


Cetonia-class Freight-Courier


Typheus-class Light Carrier


Megaceras-class Combat Freighter


Gonodactylus-class Destroyer


Eurypterus-class Destroyer


Scorpion-class Destroyer


Desdinova-class Heavy Destroyer


Morpheus-class Prototype Destroyer


Asura-class Phase Cruiser


Knight-class Cruiser


Convergence-class Support Cruiser


Stenos-class Armed Science Vessel


Nevermore-class Advanced Cruiser


Nevermore-0-class Prototype Cruiser


Kurmaraja-class Interdiction Battlecruiser


Karkinos-class Battleship


Eschaton-class Superfreighter





WEAPONS:


The mod features a ton of carefully designed weapons. They're meant for Blackrock ships, but also work well when fitted on basically any ship, with the caveat that they tend to be more effective in numbers, because they focus so heavily on per-shot/per-volley damage.  Each weapon has been designed with vanilla balance in mind, but tweaked to stand out on its own, or to find a new niche, just like the ships. Expand the spoiler to read:


Shard Weapons:
Shard Cannon/Shard Gun/Dual Shard Cannon/Ironweaver/Quill Rocket
These are slightly less efficient than most Kinetic weapons, which is made up for by the projectiles causing secondary explosions against armor for additional Energy damage. This makes them well-rounded, but less efficient at anti-shield duty than pure Kinetics. In large numbers, these weapons overwhelm weaker targets. The Ironweaver is their granddaddy, costing 28 OP and firing massive buckshot volleys.

Heavy Cannons:
Gale Cannon/Extended Gale Cannon/Gale Battery
The main line of HE weapons available to blackrock are known for their massive per-shot damage and fair muzzle velocity. The tradeoff is a long cooldown time between each shot. The Gale Cannon is cheap to mount and offers the ability to crush even super-heavy armor, while the more sophisticated Extended Gale can fire at extreme range, and deals nearly as much damage. The Gale Battery is basically 3x Gales on a huge turret.

Plasma Projector Weapons:
Sunjet PDE/Sunfire PDE/Sunstorm PDbweeeeeeeeee!
These energy weapons deal HE damage and fire massive green beams that last from 1-3 seconds. They have enormous damage output, but the beam travels slowly, causing the burst to deal more damage up close as the beam will have more time in contact with the target. While utterly useless against shields, these weapons melt armor quickly, have high hit success, act as a screen against enemy rockets and torpedoes, and reduce fighters to slag. Comes in three sizes.

Ferrofluid Accelerator Cannons:
Ferrocannon/Ferrogun:
Atypical cannons that fire a dense jet of magnetic fluid instead of a solid projectile. This provides lethal muzzle velocity, making it very easy to hit any target. Volley damage can add up quickly with several of these. The tradeoff is long reload times.

Exotic energy weapons:
Scalaron Blaster/Scalaron Repeater
The Scalaron Blaster is like an upscale Antimatter Blaster, but it leans more towards being a general-purpose weapon due to having damage output similar to the AM Blaster per shot, but range and reload time suitable for a medium weapon. Upon impact, it deals a nasty bit of extra arcing EMP and energy damage. The Repeater is completely the opposite, being closer to an energy Assault Chaingun than anything else. Its inaccuracy makes it do the most damage up close, but the "bullet hell" effect is good for suppression.

Missiles:
Voidspear SRM/Fury-class Torpedo
Plasma missiles require some flux to fire, but deal Energy damage, with a slight random element to the damage done per hit. Overall damage budget is the same as vanilla equivalents, but Energy damage is more flexible. The Voidspear SRM is a general-use missile with lots of ammo, while the Fury Torpedo is the fastest torpedo in the game, usable against many frigates.
Rage SRM: A finisher HE missile with short range and very fast speed. Has more total damage potential than the similarly priced Harpoon, but must be aimed and fired from close range.
Achilles MRM: Salamander MRMs have nightmares about this missile. A long-range mirv splits into three micro heatseekers that deal massive EMP and decent frag damage.
Dart SRM: Swarmy frag missiles that perfectly lead their target, and never, ever miss unless they get shot down. Like the old Swarmer SRM, they can get surprisingly lethal versus an armorless target. Also comes with regenerating ammo.
Scalaron Pulse Launcher/Heavy SPL: Fires homing energy pulses that are highly resistant to point defense and take a slow, erratic path towards their target. In numbers, these weapons can really put the pressure on larger enemy ships.

Point Defense
Micro Argus/Argus/Argus Array - Shredder MG/Shredder Battery
Argus line of weapons shoot thin, precise particle beams that get rid of missiles and unshielded fighters, but are less effective at anything else because they deal Fragmentation damage. If you really hate missiles, a good amount of Argus beams is the ultimate answer.
The Shredder line sprays bullets, dealing Frag damage as well. The sheer volume of fire makes them good at hurting things up close, but mainly, they're good for PD at low transversal, where even a single shredder can spray down 2 or more missiles on its own.

Other mentions:
Volley Gun: Space Shotgun that fires a cone of monomolecular flechettes. Consider it a Light Needler with bad range that deals all its damage in one shot. Due to the low per-projectile damage, it will never force shield overloads longer than 4 seconds, despite easily causing them. Make it count!
Linear Pulse Gun: Small, extremely short-range energy weapon that deals massive DPS. Good for small, angry ships.
Particle Lance: Support beam weapon that deals kinetic + EMP damage. Good at screwing over frigates and fighters, and helps win the flux war.
Particle Rifle: Pew pews, applying constant pressure for negligible flux. Deals mixed frag + emp damage, obliterating hull.

Built-ins:
Antimatter Lance: The Nevermore's main gun, this weapon fires shuttle-sized globs of death and has an inexhaustible ammo supply. Of course, you have to aim it by moving the Nevermore around, which can be challenging given the ship's poor shield coverage, and due to charge-up time. Still, each hit deals more damage than a Fury torpedo.
Rift Cannon: The Imaginos' built-in fires a spray of heavy-duty energy bolts. Its short range is a bit of a weakness, and the shots move somewhat slowly, making the range even worse if you're backing away from the target. A point-blank salvo deals massive damage, however.





GAMEPLAY INFO/TIPS:

Blackrock Drive Yards designs ships for all-out offense. They feature bad to mediocre shields, good flux stats, have excellent mobility, and mix all weapon types. Thanks to a built-in venting hullmod, they can easily reset flux if given a breather: something you'll want to be doing often, due to the low endurance afforded by your shields.

Blackrock ships are excellent at crushing valuable targets and picking apart slow, but powerful ships. They struggle in fights where they can't find any breathing room for hit-and-run attacks, or against a numerically superior enemy that can flank and surround them. Using the faction's weapons, ships can be built for either high risk/high reward play, or low risk/low reward play. Certain ships break the mold and afford different playstyles.

Specific tips and ship tips: (long, press button to expand)


GENERAL TIPS:
- The more you can get away with not using your shield, the more damage you can deal, and the quicker you'll kill your target. This means it's usually a good idea to have point defense weapons.
- Get real comfortable hitting that V button. Get used to toggling shields a lot.
- Venting while under fire can be viable if you're not facing overwhelming firepower. Try to spread armor damage while venting.
- When using Burst Jets, you'll lose bonus speed faster if you both strafe AND accelerate. Steering straight ahead keeps the bonus speed for slightly longer.
- Burst Jets can save you if you are facing an impending flameout. Use the system just before you lose engines, and you will keep floating away at high speed.
- If you have multiple burst damage weapons, such as Volley Guns and Gale Cannons, you may want to use Hold Fire to intentionally stagger your firepower for easier overloads and tighter flux control. This is especially powerful on the Mantis, Desdinova and Nevermore.

PER-SHIP TIPS:

ROBBERFLY:
- The Robberfly is one of the most logistically undemanding, yet flexible ships in the game. It's also agile enough to evade LRMs even without a single PD weapon. This lets you deck it out with aggressive weaponry if you so please.
- If you carry torpedoes, you can give them enormous speed by using Burst Jets on the approach, and then rapidly change course.
- Due to its fragility, the Robberfly must be allowed to flank enemies. They make poor escorts - use a Weevil instead.

LOCUST:
- 3 Spark Drive charges will get you in a half circle around the enemy. Use this to your advantage against ships with front shields.
- The Locust can have a surprising amount of staying power against other frigates, due to its better-than-usual shield.

WEEVIL:
- Unlike most Blackrock frigs, you lack the ability to easily disengage from a bad fight. However, your Sentinel Drone can cover for you if you tell it to stand by.
- Use your firepower to destroy other frigates that come too close, or escort a bigger ship. If you get surrounded by frigates or end up in a firefight against a destroyer alone, you will be in trouble.
- Weevils are very hard to beat in a frigate-on-frigate fight.

MANTIS:
- Swoop in, unload, swoop out, repeat. Vent every time you get a chance to.
- Watch your shields. You'll need them to soak missiles and HE damage, but you cannot fire all your guns and absorb damage at the same time. Try to outmaneuver your enemy.

GONODACTYLUS:
- Never waste your Hammerclaw!
- You basically play this ship like you would an Enforcer, except you have worse PD, more mobility, and more flexibility in choice of armament.
- With 3 torpedo racks and the Hammerclaw, very few ships can survive a one-two punch
- The ULTIMATE SHRIMP MANEUVER is to Hammerclaw an enemy frig, wrecking it and flinging it into a bigger enemy ship.
- Shrimp

DESDINOVA:
- The trick to piloting a good Desdinova is to manage your flux and your shield direction. An untimely overload or a stray missile or two can seriously ruin your day, and it's easy to lose track of things while jetting about. Play like an opportunist, not like a crazy Rambo. (Okay, play like Rambo against enemy frigates)

NEVERMORE:
- Do not get surrounded. You have the tools to prevent it, so watch the enemy movement. From the front, nothing less than an Aurora or kinetic-heavy Dominator can threaten you.
- Despite being a cruiser, the Nevermore is agile enough to catch a breather if it has to. Because of this, you can easily let loose a barrage of shots, retreat and vent, and then dive in when your weapons have cooled down.
- The Nevermore is one of the few BRDY ships that comes with a truly useful shield.
- If you need to line up a precise AM Lance shot, Burst Jet first so your ship will track the cursor more accurately.

STENOS:
- PD is very good on the Stenos, because it gives you the freedom to lower shields more often, and thus fire more salvoes. You don't need a big gun in every slot, because you have a ship system that lets you have one gun do the duty of three.
- Mount long-cooldown weapons like Gale Cannons, Scalaron Blasters etc
- You are the artillery, not the cavalry.

KNIGHT:
- Mount as many torpedoes as possible. Seriously, just do it.
- You can broadside your 3 Medium Ballistics to the right.

CONVERGENCE:
- The Convergence is the slowest of all BRDY ships, and also the least maneuverable. However, it still has a lot of guns, so use that to your advantage, and do as much damage as you can before you need to rely on your shield.
- The Bulwark Drone is not very good at attacking enemy ships. Use it to keep frigates, fighters and missiles off yourself instead.

KURMARAJA:
- Watch the map. If you see a fragile, but fast and annoying ship, like a Tempest, freeze it with your Interdiction Array and then lob some shells and missiles at it.
- Because it can slow enemy ships, you can mount sluggish weapons like Gale Cannons and Squall Batteries on it to great effect, and murder enemy frigates.
- Using the ship system may let you back away from enemy ships and catch a breather.
- Remember that you are a capital ship with a deep flux pool. You can keep your shields up and slug it out if you have to.

KARKINOS:
- If you warp into a bunch of enemies, you have to be sure you can kill them or have backup coming. Getting surrounded with your Deracinator down is not a good thing.
- Torpedo bombers are your worst enemy.
- Remember that you are vulnerable while charging your Scalar Deracinator.
- A point-blank blast on a lone enemy will usually overload or cripple them. If you see a lone ship and it's anything smaller than a Paragon, you have a good shot at killing it. Just make sure nothing's going to flank you.
- As with the phase teleporter, you will face your target when you finish warping, or the direction of the teleport if you have no target.
- If in doubt, just vent.

IMAGINOS:


E: Scalar Deracinator - teleports to target location after a short delay, during which the ship is vulnerable. Upon arrival, the ship deals a modest amount of EMP and Energy damage to anything nearby. The system has two charges and can be fired off twice in short succession, the charges then regenerate.
Right mouse: Scalar Rejector  - phases out, boosting speed and maneuverability for roughly one second. Nearby projectiles and missiles are sucked in and absorbed, and a burst of damage is released once you unphase, with damage based on the damage value of the absorbed projectiles. Damage dealt is always Energy and EMP. Fragmentation and kinetic damage is weighed less than energy and HE. The Imaginos glows when the Rejector is online. When it's on cooldown (four seconds) the ship goes dark until it recharges.
Built-in Weapon: Rift Cannon - a fixed, large energy weapon that shoots a burst of slow-moving, short-range energy bolts. These bolts can be sucked in by your Rejector to act as fuel for the resulting discharge. Leading the enemy and using your own momentum to propel your shots further is vital in order to maximize the efficiency of this weapon.
Built-in Hullmod: Nanolattice Armor - While the ship lacks a shield, it can regrow armor over time. This armor regeneration causes your peak CR time to tick down and is less effective the higher your flux level is. If you want to get the most out of this ability, you need to vent early and often to keep your flux low.

Strengths:
Escaping, harassing weak ships, AoEing fighter wings, clearing out missiles, disabling frigates and destroyers, crippling capital ships, protecting allied big targets, and capping objectives
Weaknesses:
Precise, hard-hitting weapons, like the Tachyon Lance, Phase Beam, Heavy Mauler, AM Blaster, Heavy Blaster, etc. Your armor regeneration won't help you and two or three unlucky hits can kill you, or force you to waste a lot of CR regrowing armor or dodging around. EMP can also be troublesome. The Imaginos also doesn't do a whole lot of sustained damage, killing a tough target like the Enforcer can take more than a minute. This makes it a better fleet ship than solo ship.

Off the top of my head, here are all the weird tricks/techniques I've discovered so far:

Extended Rejector:
By exploiting the fact that phase ships cannot unphase inside an enemy vessel, you can extend your Rejector duration and keep absorbing shots by skirting the insides of an enemy ship. This is most useful against big ships with a permanent weak spot, such as the Dominator or Onslaught. If done correctly, you will be pushed out by your high flux level naturally, and all the EMP arcs from the Rejector will hit the closest armor tiles once you unphase, dealing a vast amount of concentrated damage.
Shield Breaker:
Frontal shields will take a vast amount of damage from the Deracinator explosion if you position yourself at the front of the vessel. This seems to be because the shield absorbs every single EMP arc generated by the system. This makes it a valid decision to teleport IN FRONT of ships like the Eagle in certain situations.
Shot Deflection:
The Scalar Rejector begins sucking in projectiles in a much bigger radius than the actual radius in which shots get converted into energy. This allows you to redirect missiles into enemy ships. Most useful against enemy torpedoes and bombs, if you position yourself so the torpedoes will be sucked to the side and into a hapless ship.
Rejector Cancel:
You can interrupt the Deracinator by using the Rejector. This can be useful sometimes, if you're about to be fried by an Antimatter Blaster, for instance.

Have fun flying the thing and chime in if you discovered any tricks/bugs. Smiley.







MISC/EXTRAS:
MUSIC:
Mod Soundtrack by me (Click)


LINKS:

My Youtube Channel

My twitch (streamin infrequently)



Donate plz im literally a starving peasant irl
All donators get to suggest a string or two in brdy_ship_names.json.


SCREENSHOTS VIDEOS & GIFS:



CREDITS:

Cycerin: Mod creator, design, sound and music, sprites, artwork, writing, etc
LazyWizard: Interdiction Array code, Scalar Deracinator code, Java assistance
Uomoz: Original campaign implementations
Trylobot: Flux Ejector coding, Java assistance
Sundog: Scalar Rejector code, inspiration, codelordery
Dark Revenant: Missile AI, code, shader maps, extra campaign implementations, quality control, writing
MesoTroniK: Portrait artwork
MShadowy: Portrait artwork
EnderNerdcore: Scripting assistance
Erlend Grefsrud: Typographical design

Thank you so much to everyone who has brought me feedback and helped improve the mod since 2012!


Blackrock Drive Yards is a work in progress!

The content from Blackrock Drive Yards belongs to me unless otherwise credited or stated, and you can consider it licensed under Creative Commons / Attrib / Noncommercial for all rights and purposes.
« Last Edit: January 12, 2017, 08:23:17 AM by Cycerin » Logged

Wriath
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« Reply #1 on: August 19, 2012, 08:23:35 PM »

Those things are very cool, look a bit like the link missing between mid and high tech ships.
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Trylobot
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« Reply #2 on: August 19, 2012, 08:52:00 PM »

This is fantastic work. Your post has been instantly converted to the status of Mod and suitably moved over to the "Mods" subforum. Congratulations and welcome to the modding community of Starfarer! When you have a playable download available I will happily add you to the Index as well.

More! Cool
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Brainbread
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« Reply #3 on: August 19, 2012, 09:39:10 PM »

Coming from a background of playing Battleships Forever and building ships (since 2007) I decided to take some of my old BSF designs, refurbish them in photoshop, and turn them into SF vessels. Soon after, I realized it would be cool to have a faction too, with custom weapons, and custom ship systems, and so on, and so on...

After starting work a few days ago, so far I have a frig, destroyer and cruiser. The garish version of the destroyer is for a hunter-killer fleet consisting solely of elite destroyers (this baby's mostly engines.. I'd love to have a modded burn drive for it that doesn't disable maneuvering, but merely hinders it)


[Scarab, Desdinova, Desdinova II, Nevermore]

Having some trouble implementing my faction in the campaign and so on, but all the ships are up and running. Hopefully I'll have a download up soon! In the meantime, feedback and questions is more than welcome!

With the change to Maneuvering Jets (the speed increase + stacking with 0 flux bonus, unless I've gone crazy), that might be a viable option for your ship!

Also, they look fantastic.
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FlashFrozen
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« Reply #4 on: August 19, 2012, 09:52:31 PM »

Or you can take the burndrive ( and preferably rename it something else/make it your own), in the ship_systems.csv and delete the True from the noturning column but it'll leave most of your turning intact but it'll feel like it turns sluggishly since your going in the forward direction mostly.
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Archduke Astro
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« Reply #5 on: August 20, 2012, 02:42:18 AM »

Or you can take the burndrive ( and preferably rename it something else/make it your own), in the ship_systems.csv and delete the True from the noturning column but it'll leave most of your turning intact but it'll feel like it turns sluggishly since your going in the forward direction mostly.

That should be a 5-star modding move -- smooth as velvet.
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Vensalir
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« Reply #6 on: August 20, 2012, 03:27:33 AM »

Those ships look great, can't wait to see the rest  Smiley
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Sproginator
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« Reply #7 on: August 20, 2012, 04:00:23 AM »

Holy buggernuggetspaghettimonster!?!?! Those sprites are sublime! Can't wait to see more
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Cycerin
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« Reply #8 on: August 20, 2012, 07:58:00 AM »

Trylobot, did you only do that to put pressure on me to deliver more? Grin I love the appreciation, this seems like a great community.

I ended up doing what FlashFrozen said, it works like a charm. The ship is an absolute monster when player-piloted, but the AI can't quite use it for the intended purpose (big plays, driveby shootin', and making Dominators feel insecure about their broad backsides)


The Desdinova-class Fast Destroyer is a marvel of optimized technology. Lacking the reach and resources needed to mass-produce phase technology, Blackrock still required a flexible mid line option that can outmaneuver other destroyers and avoid fighter wings. The result is a design that has mobility unheard of for a hull of its size - bristling with Blackrock-custom ballistic guns and sporting a gas-bleeding flux core built directly into the engine, this menacing, insectoid vessel is rapidly becoming the talk of private military contractors everywhere.


The special Arcjet Burner disengages the shield generator from the shield emitter and feeds excess flux from the entire shield powerplant into the drives, venting the resulting energy out with the engine torch to produce an astonishing volume of temporary acceleration. Magnetic coils that run alongside the flame catch and redirect instabilities, allowing the crew to maneuver the ship even at peak specific thrust. While Tri-Tachyon techs snort derisively and offer that it would have been better to simply implement a phase displacer or skimmer, it remains to be seen if this straight-forward approach will allow Blackrock to contend with high-tech destroyers.
« Last Edit: August 20, 2012, 08:08:29 AM by Cycerin » Logged

xenoargh
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« Reply #9 on: August 20, 2012, 08:21:31 AM »

Beautiful work, looking forward to more, more!
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Brainbread
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« Reply #10 on: August 20, 2012, 08:58:07 AM »

Trylobot, did you only do that to put pressure on me to deliver more? Grin I love the appreciation, this seems like a great community.

I ended up doing what FlashFrozen said, it works like a charm. The ship is an absolute monster when player-piloted, but the AI can't quite use it for the intended purpose (big plays, driveby shootin', and making Dominators feel insecure about their broad backsides)

The Desdinova-class Fast Destroyer is a marvel of optimized technology. Lacking the reach and resources needed to mass-produce phase technology, Blackrock still required a flexible mid line option that can outmaneuver other destroyers and avoid fighter wings. The result is a design that has mobility unheard of for a hull of its size - bristling with Blackrock-custom ballistic guns and sporting a gas-bleeding flux core built directly into the engine, this menacing, insectoid vessel is rapidly becoming the talk of private military contractors everywhere.

The special Arcjet Burner disengages the shield generator from the shield emitter and feeds excess flux from the entire shield powerplant into the drives, venting the resulting energy out with the engine torch to produce an astonishing volume of temporary acceleration. Magnetic coils that run alongside the flame catch and redirect instabilities, allowing the crew to maneuver the ship even at peak specific thrust. While Tri-Tachyon techs snort derisively and offer that it would have been better to simply implement a phase displacer or skimmer, it remains to be seen if this straight-forward approach will allow Blackrock to contend with high-tech destroyers.

Anyone who doesn't include descriptions on their ships is missing out. You could have just told us what the ship was for, its intended role, but that might garner only a "neat". Now I want to fly the damn thing =P
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Thule
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« Reply #11 on: August 20, 2012, 09:14:49 AM »

Fantastic sprites. The screenshots are really good too. Quite immersive.
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armoredcookie
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« Reply #12 on: August 20, 2012, 10:40:09 AM »

This is very very impressive Cheesy
What techniques did you use in photoshop to make those accents and alterations?
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Cycerin
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« Reply #13 on: August 20, 2012, 11:03:06 AM »

Everything in the book, really. Pixel by pixel editing, gradient washes, photo filters to get the desired color tone, and lots of highlighting and shadowing with soft light/vivid light paintbrush.

Anyone who doesn't include descriptions on their ships is missing out. You could have just told us what the ship was for, its intended role, but that might garner only a "neat". Now I want to fly the damn thing =P

I love fluff, and I love technobabble. Expect more of that. And flying. Expect some of that too. Eventually.

Updated OP with logo.
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mendonca
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« Reply #14 on: August 20, 2012, 12:18:37 PM »

Everything about this is so cool, the sprites, the 'technobabble', the screenshots, the logo, the new system ...

I hope you realise the bar you have set yourself for your subsequent work  Cheesy

Very much looking forward to more!
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"I'm doing it, I'm making them purple! No one can stop me!"
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