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News:

Starsector 0.98a is out! (03/27/25)

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Author Topic: Can we talk about the game's art and spritework rq?  (Read 1939 times)

Thaago

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Re: Can we talk about the game's art and spritework rq?
« Reply #15 on: April 28, 2025, 01:15:42 PM »

I love the text introduced this update when searching abandoned stations, telling what the salvagers discover about how the station went dark.
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Killer of Fate

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Re: Can we talk about the game's art and spritework rq?
« Reply #16 on: April 28, 2025, 01:50:10 PM »

Uhhhhhhhh, the Threat is neat visually

They look like Heroes of Might and Magic 3 necromancers
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years ago, I was Mairaathaneese
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ThirdBrother

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Re: Can we talk about the game's art and spritework rq?
« Reply #17 on: April 28, 2025, 01:57:35 PM »

I love the text introduced this update when searching abandoned stations, telling what the salvagers discover about how the station went dark.
Two have stood out to me on my .98 playthrough, one involved finding statues and plaques commemorating someone of some import, and another finding a thriving floral ecosystem within the station.  Fantastic flavor. 
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TK3600

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Re: Can we talk about the game's art and spritework rq?
« Reply #18 on: April 28, 2025, 02:10:45 PM »

I wonder how the ships are drawn. Are there parts that they assemble together, or is everything drawn from scratch entirely.
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XJD

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Re: Can we talk about the game's art and spritework rq?
« Reply #19 on: April 28, 2025, 02:36:23 PM »

love the illustrations too, my favourite is Kazeron for some reason
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ithis

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Re: Can we talk about the game's art and spritework rq?
« Reply #20 on: April 28, 2025, 02:59:30 PM »

I wonder how the ships are drawn. Are there parts that they assemble together, or is everything drawn from scratch entirely.
David has shown his workflow in the past; iirc, he tends to 'compose' ships with brush strokes to get the general shape/feel down, then narrows down to the pixel level / kitbashes for rasterizing and details.

Not sure if this was a 0.98a addition (I haven't seen it before, so I think it is?), but one of the galatia academy jobs involves dropping an instrument package over a magnetic field or some other target, except Pathers have already caught on and obliterated the fleet before yours.

If you accept the comms request from their fleet, you have a story point option to bluff that you were actually there to destroy it by giving a whole-ass sermon to the (increasingly flustered) Luddic admiral about the evils of technology and the righteousness of your mission and Ludd and his teachings. It was perfect for the clever, quippy style that usually comes with story points - especially the tongue-in-cheek comedy of telling your bridge crew to mind their own business afterwards.
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Doctorhealsgood

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Re: Can we talk about the game's art and spritework rq?
« Reply #21 on: April 28, 2025, 04:33:02 PM »

I wonder how the ships are drawn. Are there parts that they assemble together, or is everything drawn from scratch entirely.
David has shown his workflow in the past; iirc, he tends to 'compose' ships with brush strokes to get the general shape/feel down, then narrows down to the pixel level / kitbashes for rasterizing and details.

Not sure if this was a 0.98a addition (I haven't seen it before, so I think it is?), but one of the galatia academy jobs involves dropping an instrument package over a magnetic field or some other target, except Pathers have already caught on and obliterated the fleet before yours.

If you accept the comms request from their fleet, you have a story point option to bluff that you were actually there to destroy it by giving a whole-ass sermon to the (increasingly flustered) Luddic admiral about the evils of technology and the righteousness of your mission and Ludd and his teachings. It was perfect for the clever, quippy style that usually comes with story points - especially the tongue-in-cheek comedy of telling your bridge crew to mind their own business afterwards.
I am perpetually grateful that those kind of S-Mod point usages give a full refund in bonus exp. They are so good i just can't resist ''wasting'' points in them. Have you seen the one where you make a whole luddic fleet run away from you by acting as if the device that you are carrying around is a
Spoiler
Mammonite demonic device that obliterates the soul of those within range? And of course you and your fleet are already affected by it.
[close]
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Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.

ithis

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Re: Can we talk about the game's art and spritework rq?
« Reply #22 on: April 29, 2025, 07:30:56 AM »

Have you seen the one where you make a whole luddic fleet run away from you by acting as if the device that you are carrying around is a
Spoiler
Mammonite demonic device that obliterates the soul of those within range? And of course you and your fleet are already affected by it.
[close]
I wish I did! Though, that just means I'll have to play more :P
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Ragnarok101

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Re: Can we talk about the game's art and spritework rq?
« Reply #23 on: April 29, 2025, 07:36:00 AM »

I love the text introduced this update when searching abandoned stations, telling what the salvagers discover about how the station went dark.

Seconding this - the random events are lovely flavor text. Gives more and more life to everything.

Honestly wish I knew how to code. I'd love to write more stuff for this all day just to give more depth to the setting.
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Dadada

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Re: Can we talk about the game's art and spritework rq?
« Reply #24 on: April 29, 2025, 08:43:27 AM »

The art is real good, but have you heard the
Spoiler
threat theme
[close]
? Damn, it really slaps. This game is a gem.
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oorek

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Re: Can we talk about the game's art and spritework rq?
« Reply #25 on: April 29, 2025, 09:10:01 AM »

My favorite sprite is the Astral, it looks so convincingly 3D
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FunnyScope

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Re: Can we talk about the game's art and spritework rq?
« Reply #26 on: April 29, 2025, 01:50:09 PM »

I don't think there's anything that looks bad in this game, artistically. From the Buffalo Mk. II, which definitely isn't a beauty (not that the art for it is bad, I think it perfectly captures the spirit of the thing), to the sometimes genuinely breathtaking artwork in this game - a certain landing with a certain director? Absolutely stunning panel in the stormy high-rise -, to my personal favourite, the Onslaught XIV which I can't help but be a fanboy of. Honestly awesome
« Last Edit: April 30, 2025, 02:10:30 AM by FunnyScope »
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Sarissofoi

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Re: Can we talk about the game's art and spritework rq?
« Reply #27 on: April 29, 2025, 06:03:10 PM »

Now. Ships are fine but can we get some younger and some prettier faces?

Doctorhealsgood

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Re: Can we talk about the game's art and spritework rq?
« Reply #28 on: April 29, 2025, 06:38:29 PM »

Now. Ships are fine but can we get some younger and some prettier faces?
How does a ship look like with a younger face? You mean like Hightech ships or something?
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Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.

Arrath

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Re: Can we talk about the game's art and spritework rq?
« Reply #29 on: April 30, 2025, 12:14:15 AM »

Now. Ships are fine but can we get some younger and some prettier faces?

Life in the sector is rough, ain't no one got time for a proper skin care routine.
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