Any specifics you'd like to point out? I'm pretty far from being able to look at the graphics with a fresh eye - and honestly, if the combat in the final release looked the way it does now, I'd be fine with that - but I'd still love to know what stands out to you as needing more work. Since I do end up tweaking things here and there.
So, I thought it would be a good idea to collect some opinions about what Starsector's visuals are missing most. I made a list of previously proposed and my own ideas below. Please post if you have a idea of your own that should be added, but try to keep it realistic - fancy lighting effects are just not possible in a 2D engine.
Once some ideas have accumulated I will
add a poll to this thread and you can vote what you'd like to see improved most. Of course there's no guarantee that will happen, it's just a little hint for Alex what players want most.
From simple to difficult implementation:
(source for that order: my well-rounded buttocks)Flux venting should stop if a ship is disabled. It can sometimes go one for half a minute after the ship was disabled and give it a false appearance of activity.
Animations on hulls in form of blinking lights, moving sensors and hull segments (utilize "decorative weapons")
More hull hit effects: Plasma leaks, smoke, atmospheric decompression, more particle effects.
is the example here.
Damage effects with depth: The current damage layer does not follow the ship hull on the vertical axis, sometimes making a ship appear flatter after it's damaged and hiding details. One idea to change that was the introduction of different damage zones, there may also be other techniques to improve on it.
Escape pods: A purely (or mostly) visual effect, escape pods leave ships during/after their destruction.
Visible hullmods: At least some of the hullmods could have a visible impact on the hull, for example hardened shields, auxiliary thrusters or unstable injector. Most are unsuited since they are in the ships interior, though.
Bullet casings could be ejected from (some) ballistic weapons and proceed to float in space.
Better shield effects: Shield textures? Maybe ripples on the shield if hit? Fluctuations during high flux state?
Nebula effects: Nebulas react with motion on a ship that is passing through. You know,
like here.
Graphic options: The ability to turn some of the more demanding effects off or switch to some versions of them. One the one hand important for old computers, but also niece if there are some atmospheric effects that some players might find distracting. Options like this are a lot of extra work without adding substantial benefit to the game, though.
Better explosions: Sub-explosions, hulls breaking apart like in so many sci-fi movies.
Foreground layer(s): Asteroids and scrap passing directly in front of the camera, best in relation to what is happening at the moment (so a exploding ship may cause hull parts briefly crossing your view to make you feel closer to the action, if you are viewing an asteroid field some rocks may cross your sight etc.).
Animated backgrounds which do not feature open space prominently: EG screen filling planets with weather, stars with surface activity, asteroid fields, comet tails...
An example of a 2D game that does fore- and backgrounds very well:
The Banner SagaThe UI is quite functional but abstract, it might be possible to implement one that makes you feel more as if you a really looking at a screen on board a ship. Two ways to get there:
A world-embedded UI with imperfections, generated by negative status effects (hull hits, EMP, high flux). Static noise, scanline-effects, color distortions, flickering UI elements, a shaking screen (if close to ship explosions).
Maybe a differentiation between high- and low-tech: optical distortions on the neural interfaces of high tech ship, actual fissures running through the physical screen of low tech ships.
Non plus ultra: Dust or rubble falls on the screen and you see a glove swiping it hastily away (does this go to far?).
A physical UI: Real looking buttons and borders, the edge of a console visible, that kind of stuff. Basically no pure HUD UI. Example: