Blog update - Computer terminal concept
Max
Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
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It could be a neat weldable on a map although I'm not sure what the console would do exactly. Maybe display images of damaged areas.
Although these would look great in larger rooms, they may not fit in in more claustrophobic spaces. It would be cool though to see a single 'leg' descend into a small room or hallway to give a status message or BSOD or something.
These pictures make me want <a href="http://www.unknownworlds.com/forums/index.php?s=5911556707836250112&showtopic=100573" target="_blank">this</a> even more, but it's probably not feasible.
perhaps are a new type of commander interface?
btw, great and exquisite concept art.
By the way, what would be the use of these for us players ? In NS, we do not use terminals.
It's a large prop, yeah, but we have to include props of all sizes. Why should we make it smaller?
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I like the large version. I still think there should be smaller versions just so that there can be a consistent 'look and feel' throughout the map, regardless of room size.
It's a large prop, yeah, but we have to include props of all sizes. Why should we make it smaller?
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Because to insert this prop static it would need to be in a enormous room to prevent players stuck around that static structure.
Excuse me, my english is poor <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Because to insert this prop static it would need to be in a enormous room to prevent players stuck around that static structure.
Excuse me, my english is poor <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
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It will probably work best in medium to large rooms and wide hallways, but it shouldn't really cause any stuck issues. Even an onos should be able to pass through it with ease. Large props are difficult to use from a level design perspective, but the aesthetic payoff is large enough to warrant just a few of them. Skilled level designers will have no problems seamlessly integrating these kinds of props into their levels without any negative effect on gameplay.
Plz keep showing us more concept arts!
Which actually seems like a good idea. Might help the learning curve.
I appreciate Mr. Stradler's art, but I'm wondering why so much fuss over some prop?
I mean bast has it's door, nothing has it's (rather annoying) elevators, but what makes this computer spider contraption so special? As a prop... I don't see it affecting gameplay.
<img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
Well...
I appreciate Mr. Stradler's art, but I'm wondering why so much fuss over some prop?
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The point of the post was pretty much that even such a simple prop requires a lot of thought. (or at least that's what i got out of it.) it was also explaining the new concept art that was in flayra's GDC presentation.
I'm really liking this transparent dev cycle. I'm glad we don't have to sit and speculate in the forums until you guys are pretty much done.
Something that crossed my mind while I saw it, the monitors are turned down a bit.
If those are touch panels, the staff operating those will get really tired arms while using it.