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Thread Statistics | Show CCP posts - 18 post(s) |
Lady MDK
Kameira Lodge Amarr Empire
82
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Posted - 2014.05.17 18:35:00 -
[1] - Quote
During the presentation of fanfest the phrase 'you will scan for battles....' was used.
I just want to ask a) the community and b) ccp what is meant by this...?
Obviously the demo at this stage was mostly a scripted piece and much like a prettier version of what is in DUST right now....
However would it be more engaging and immersive (sandbox-like even). If when you get to this stage the regions show up on the map of new eden showing up the number of battles going on in each region (they could glow like systems do in the eve map right now when you select any number of criteria like number of kills in 1 hour).
You could set a filter to select which type of game your want (factional warefare, PC, public skirmish/dom etc, In my mind here ambush will essentially happen when you are salvaging i.e. you get ambushed).
So as a player you start off scanning regions for signs of battle and select the region then you are shown the systems within the region that have battles and can zoom down to 1 single planet and see the data about who is fighting and decide wether to join or not.
This would obviously take longer to get into a game but you would get a feeling of searching for a fight and choosing your fight rather than just being dumped into some random pub battle.
So the questions are:
A) Community/cpp - is this a good idea or a bad idea ? B) CCP - is this the sort of thing you had in mind? or just some automated stuff like in dust... cus in my mind a) thats not interesting and b) not immersive enough.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Gaelon Thrace
Villore Sec Ops Gallente Federation
465
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Posted - 2014.05.17 18:49:00 -
[2] - Quote
Did you watch the More Sand in the Box presentation? There basically splitting it into sandbox and organized play. Scanning will be part of the sandbox gameplay, but there will still be contracts so you can just jump into a battle. The sandbox areas will have pve and salvage. High sec areas will be pve only while low and null sec will have pvevp. Contracts will have a matchmaking system based on the overall meta level of your fitting and is likely where you will find game modes like ambush and skirmish.
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Regis Blackbird
DUST University Ivy League
220
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Posted - 2014.05.17 19:05:00 -
[3] - Quote
I don't think you search for battles like we have in Dust right now (ambush, skirmish etc)., but rather for loot (somehow). The lobby style battles we have now will still exist in Legion, but they will not work as today, and probably you don't even use the star map for those (they haven't stated anything at all about FW or PC yet, if it even exist).
The star map search is for the wild PVE / PVP / Sandbox I think.
I would prefer the following setup: - Starmap: Select any (temperate) planet in high or low sec, and just go there for fun (unknown what you will find, if anything) - Starmap: Scan for activities (rouge drones, distress signals etc), and get some loot in high and low sec. - Starmap: Scan for already deployed teams in low sec for some proper ambush / interception fun. - Menu (location shown on Starmap): Missions available from Agents (loot is secondary) - Menu (location shown on Starmap): Scheduled games X vs X (like we have today in Dust)
I would also like high sec to be "safe" from interception from other players, and low sec to be "free for all" sandbox. (The different security statuses should be clearly labeled on the Starmap) |
Lady MDK
Kameira Lodge Amarr Empire
82
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Posted - 2014.05.17 19:54:00 -
[4] - Quote
Gaelon Thrace wrote:Did you watch the More Sand in the Box presentation? There basically splitting it into sandbox and organized play. Scanning will be part of the sandbox gameplay, but there will still be contracts so you can just jump into a battle. The sandbox areas will have pve and salvage. High sec areas will be pve only while low and null sec will have pvevp. Contracts will have a matchmaking system based on the overall meta level of your fitting and is likely where you will find game modes like ambush and skirmish.
Thanks I hadn't seen that particular vid... some cool ideas.... but as i understood what they were saying this is mostly when you get to the planet where you are going...
I was thinking more about how you choose where you are going, be it for salvage, battle or just to chill on a planet with some bros (and/or ladybros) to try out weapons and tactics - pick some random highsec planet from the map and jump to it....
Regis Blackbird wrote: I would prefer the following setup: - Starmap: Select any (temperate) planet in high or low sec, and just go there for fun (unknown what you will find, if anything) - Starmap: Scan for activities (rouge drones, distress signals etc), and get some loot in high and low sec. - Starmap: Scan for already deployed teams in low sec for some proper ambush / interception fun. - Menu (location shown on Starmap): Missions available from Agents (loot is secondary) - Menu (location shown on Starmap): Scheduled games X vs X (like we have today in Dust)
I would also like high sec to be "safe" from interception from other players, and low sec to be "free for all" sandbox. (The different security statuses should be clearly labeled on the Starmap)
Like these ideas.. although im not sure about the 'safe' from interception bit.... maybe i can shoot someone in highsec if i feel like and get myself OB'd by concord (the people in eve who dish out CCP 'justice' )
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Regis Blackbird
DUST University Ivy League
221
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Posted - 2014.05.18 05:21:00 -
[5] - Quote
Lady MDK wrote: Like these ideas.. although im not sure about the 'safe' from interception bit.... maybe i can shoot someone in highsec if i feel like and get myself OB'd by concord (the people in eve who dish out CCP 'justice' )
Trust me, I would love Concord to interfere as well However, how would that actually work?
In EVE, Condord would only target the aggressor. "OBs" (as an example) are out of the question since this will target everybody in the vicinity. In EVE, you always have the option to disengage and flee after Concord targets you. With TTK very low (compared to EVE at least), you will die.
If you have any ideas I would be very interested to hear them (been thinking about this question for awhile now):
- How to differentiate the "safety" aspect in High Sec and Low Sec, that would work in a FPS? (I leave Null Sec for now)
My thoughts: - In High Sec, Concord gives you the sole scavenging right which "locks" the district (for a time period). If your are not done by the time is up, other people can intercept you. - In Low Sec, there is no "lock timer", and people could jump you immediately. |
Lady MDK
Kameira Lodge Amarr Empire
84
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Posted - 2014.05.18 08:12:00 -
[6] - Quote
Orbittals wouldn't be the best way thinking about it lol.
Maybe in the lore there could be something to help.. like concord continually scan for activity and deploy uplinks near sites of possible activity. If you kill someone unjustly in highsec they send in snipers to take you and your gang out, if you have vehicles they send in a counter. Like sleepers responding to escalation.
There would be a slight delay in them arriving of course in which you would be flagged as an aggressor and other players could kill you without reprisal.
The lower the system sec level the slower and weaker the responce due to lack of finding/concord agents in lowsec.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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CCP MC Peanut
C C P C C P Alliance
243
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Posted - 2014.05.19 08:40:00 -
[7] - Quote
I noticed this post and since it is a little relevant to what I am currently engaged in at work, I just had to jump in. We are in the early stages of prototyping a new Starmap (woot). Like the HUD change, this Starmap is pretty much all in 3D. Primarily the devs in this 'early stage' are myself (technical artist) and, a new Engineer dev, CCP BaoZi, whom I'd like to welcome and introduce to the forums. CCP BaoZi has done the majority of initial work, and will be posting soon to give even more cool information than I can provide.
If you followed the HUD thread where I explained some of the technology behind the 3D HUD, we are taking a similar approach with the Starmap. If you don't mind, I can break down the current organization. Please note that this is just the prototype and nothing is set in stone yet:
Universe View The universe view has 1 mesh for each region/jump lines. We took the coordinates of the stars and jump lines and ran them through a python script in Maya that built the mesh. Breaking them up into mesh groups gives us much better performance than if they were all unique actors. Each region will have a few states that will be exposed to Kismet: default, unfocused, selected, and highlighted. It is likely we will add a few more as the needs arise. At the moment, when you select a region (by mouse click) the selected state will be entered (for the clicked one) and the rest will change to unfocused, where we can change their material setting to be less visible.
Region View When you focus (mouse click) on a region a 'higher resolution' star mesh (I mean a higher resolution sphere) is loaded at the appropriate coordinate. The stars have the same states that the regions have. These states are nice because when they change we can intercept the event in kismet and adjust the material (for a highlight--also done on regions). Also when the star enters the 'default' state we pass through the star's id, which we can use to determine the color.
Solar System View Once you focus on a star you go into the solar system view. Likely we will switch to a higher resolution star material (but currently just keeping things simple). Also planets are currently loading at this view, but for now, they all use the same material (it seems like the planet rendering technology already exists within the company, so our goal is to eventually utilize that).
Planet View When you select a planet, you go into planet view. The planet will change states, but currently nothing special is happening.
The cool thing is that the transition between the above views is completely seamless--no load screens. This is all in the same level. It is important to us that the navigation is fast and easy (congrats go to CCP BaoZi, not me). The goal is to keep it seamless, and right now it is, but we haven't added all the high resolution graphics content; it is something we are aiming to preserve, but we may reach a point where there is some compromise between visuals and seamless loading.
Mostly what I've been doing is prototyping visual effects (like when you scan for battles), setting up the initial content files and materials, and tuning visuals to a bare minimum use level. Another thing I'm pretty happy with is I set up a 'culling' section in the material that will set transparency on pixels between the camera and a given point in space (this point is set on the camera pivot point changed event). Doing this really reduces clutter in the foreground when you are flying around the universe. This is a perfect example of how leveraging code events (camera pivot changed) gives us flexibility to do cool things on the content side.
Going forward, obviously there is still a lot more to do--UI panels, (3d) icons, battle information, etc. Our hope is that we can continue to update our progress here on the forums. Feel free to ask questions (but there are likely a few things we can't answer) as well as provide any ideas or feedback.
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Regis Blackbird
DUST University Ivy League
230
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Posted - 2014.05.19 09:18:00 -
[8] - Quote
CCP MC Peanut wrote: Impressive stuff
Wow Thanks for the feedback!
Question time! - Will we always scan for everything, or will there be some things we select in a menu (like a list of scheduled matches)? If it is, it would be cool if the location is still visible on the Starmap.
- I also would like to know if we can completely ignore the scan results, and just pick a planet and deploy?
- Are there any plans to separate content based on security status, and how will the security status be displayed on the star map?
(I probably have thousands more question, but these will have to do for now ) |
steadyhand amarr
shadows of 514
3071
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Posted - 2014.05.19 10:00:00 -
[9] - Quote
Dam MC, you,ve given us more feedback in two week of a prototype than two years of Dust514. This is really awsome stuff,
Just an idea but for fluff nerds like my self when it hits planet level is it possable to have generic information on the planet. Like total pop, number of battles, history etc.
It would besomthing nice to read while waiting for a group to get together
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Lady MDK
Kameira Lodge Amarr Empire
84
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Posted - 2014.05.19 11:02:00 -
[10] - Quote
Wow a bluetag in my thread cool.
Thanks for the details Mc, it would be quite cool if details of Legion activities were shown on the map in eve as well.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Arkena Wyrnspire
Fatal Absolution
13509
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Posted - 2014.05.19 11:12:00 -
[11] - Quote
steadyhand amarr wrote: Just an idea but for fluff nerds like my self when it hits planet level is it possable to have generic information on the planet. Like total pop, number of battles, history etc.
I'd love to see this too, actually. I don't think it'd be difficult to do because I'm pretty sure this fluff already exists in a CCP database somewhere (I can't remember exactly where I saw it but I saw some really specific information on a whole bunch of planets, stuff like gravitational field strength, population, etc). I'm not a programmer though, so I have no idea how difficult that would actually be.
You have long since made your choice. What you make now is a mistake.
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steadyhand amarr
shadows of 514
3075
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Posted - 2014.05.19 11:17:00 -
[12] - Quote
I just have nice mental pic of be browsing planets while waiting for godin to get the squad together before heading out, spotting a planet has heat issue and quickly ordering everyone to equipe heat resitance modules to prevent shield nerffs on depolyment
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Evolution-7
The Rainbow Effect
543
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Posted - 2014.05.19 14:57:00 -
[13] - Quote
You mean you just copied and pasted the very old closed beta starmap from dust and put in legion? Nothing intriguing.
Legion on PS4
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart"
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steadyhand amarr
shadows of 514
3080
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Posted - 2014.05.19 15:12:00 -
[14] - Quote
Evolution-7 wrote:You mean you just copied and pasted the very old closed beta starmap from dust and put in legion? Nothing intriguing.
To stuiped to understand post apprenty, if your not going to add anything of value stay in the Dust514 GD please we are trying to stay productive here
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
495
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Posted - 2014.05.19 15:13:00 -
[15] - Quote
Is this going to be like the "Event" locations on Need for speed World, where i go to a certain place and from there stuff happens and it-¦s an instanced thing that doesn-¦t get spoiled by other players? |
Kigurosaka Laaksonen
DUST University Ivy League
1008
|
Posted - 2014.05.19 15:18:00 -
[16] - Quote
It seems like this absolutely excludes any chance of travel. Is this just a variation on the lobby shooter?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Maken Tosch
DUST University Ivy League
8656
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Posted - 2014.05.19 15:40:00 -
[17] - Quote
Evolution-7 wrote:You mean you just copied and pasted the very old closed beta starmap from dust and put in legion? Nothing intriguing.
Please read his post again. You missed an important detail.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Lady MDK
Kameira Lodge Amarr Empire
84
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Posted - 2014.05.19 15:55:00 -
[18] - Quote
Kigurosaka Laaksonen wrote:It seems like this absolutely excludes any chance of travel. Is this just a variation on the lobby shooter?
As I understand the concept, the sandbox element is what you do when you get to the planet I.e. anything you like. If you want to travel play eve. It would be nice to have ships to travel to the planets that to some degree show up in eve but I'm guessing it's a no go.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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steadyhand amarr
shadows of 514
3080
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Posted - 2014.05.19 16:07:00 -
[19] - Quote
No shooter fan wants to spend 30 minutes to an hour going from system to system. In EvE you stay to local area long hauls are rare in dust you will be flying around all over the place
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Lady MDK
Kameira Lodge Amarr Empire
84
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Posted - 2014.05.19 17:04:00 -
[20] - Quote
steadyhand amarr wrote:No shooter fan wants to spend 30 minutes to an hour going from system to system. In EvE you stay to local area long hauls are rare in dust you will be flying around all over the place
Agreed.
As I see it from what Mc was saying there is the potential to be able to look at New Eden and see the cluster and its regions and systems with how many sites in each and work your way down to planet level to see what district the sites are in. I would then have it that you clone jump to the command node of that district and pick up a vehicle suitable to get you through whatever you are about to face (be it hordes or drones or stealing some plans and getting away as fast as possible if it was a mission) or scanning for minerals needed to make weapons in an appropriately fitted Dropship (here is a chance to introduce new vehicles however ccp). Maybe you have just jumped to a Lowsec/Nullsec planet simply because the map says there are people on the surface already and you want to snipe them for lolz.
And I think if you can stay on the planet (much like you stay in a station when you dockup for the night or log off in a system in eve) so that you are still there the next time you log in this will go some distance to break the lobby shooter affect certainly for me especially if combat shows up in a similar way in the map).
Of course that's all what I see the potential for based on what was said... he didn't actually say any that.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Maximus Stryker
Who Are Those Guys
980
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Posted - 2014.05.19 18:50:00 -
[21] - Quote
FYI MC Peanut, it would be absolutely great to know what we are deploying into. Currently we are told information about the location of the planet/district but not the actually gameplay elements. It would be really, really nice to know which infrastructures we were dropping into before hand. Me ou would think this information would be readily available to Merc groups, corporations and alliances...yet we currently go in blind all the time and have to say things like, "ok guys, if it is _____, we I'll do this strategy but if it is _____ will will do this different strategy." Needless to say it is annoying
This Would Be Great In Legion
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Monkey MAC
Rough Riders..
2867
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Posted - 2014.05.19 21:04:00 -
[22] - Quote
Damn, you use python code? Awsome, can I come and work with you guys for the summer? As for the starmap, I like the iteration shown in the keynote, however a few view modes would be useful.
Just topical information like Salvage Hotspot PC Control/Battle Hotspots Factional Territory Changes
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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steadyhand amarr
shadows of 514
3080
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Posted - 2014.05.19 22:40:00 -
[23] - Quote
an animation on factional territory changes from when we last logged in would be very cool, oh and for the love of god let us choose where the fights our so we can link up with EvE dudes
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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ANON Cerberus
Tiny Toons
726
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Posted - 2014.05.19 23:56:00 -
[24] - Quote
Arkena Wyrnspire wrote:steadyhand amarr wrote: Just an idea but for fluff nerds like my self when it hits planet level is it possable to have generic information on the planet. Like total pop, number of battles, history etc.
I'd love to see this too, actually. I don't think it'd be difficult to do because I'm pretty sure this fluff already exists in a CCP database somewhere (I can't remember exactly where I saw it but I saw some really specific information on a whole bunch of planets, stuff like gravitational field strength, population, etc). I'm not a programmer though, so I have no idea how difficult that would actually be.
I believe they would be able to pull this data from EVE somehow as both are on the PC and share the same servers right?
As a small side note - I remember CCP in the past saying even planet locations / orbit period data was in there somewhere, they just never implemented orbiting planets for game play reasons. (Location Bookmarks being a prime example given) |
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CCP MC Peanut
C C P C C P Alliance
262
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Posted - 2014.05.20 00:56:00 -
[25] - Quote
Lady MDK wrote:steadyhand amarr wrote:No shooter fan wants to spend 30 minutes to an hour going from system to system. In EvE you stay to local area long hauls are rare in dust you will be flying around all over the place Agreed. As I see it from what Mc was saying there is the potential to be able to look at New Eden and see the cluster and its regions and systems with how many sites in each and work your way down to planet level to see what district the sites are in. I would then have it that you clone jump to the Command Node of that district* and pick up a vehicle suitable to get you through whatever you are about to face (be it hordes or drones or stealing some plans and getting away as fast as possible if it was a mission) or scanning for minerals needed to make weapons in an appropriately fitted Dropship (here is a chance to introduce new vehicles however ccp). Maybe you have just jumped to a Lowsec/Nullsec planet simply because the map says there are people on the surface already and you want to snipe them for lolz. And I think if you can stay on the planet (much like you stay in a station when you dockup for the night or log off in a system in eve) so that you are still there the next time you log in this will go some distance to break the lobby shooter affect certainly for me especially if combat shows up in a similar way in the map). Of course that's all what I see the potential for based on what was said... he didn't actually say any that. *I say the District Command Node as i dont know if there is much more room for objects orbitting planets... unless its contested space... i mean in eve there are already POCO's and satelites I'm not sure an NPC warbarge as well might be too much clutter.
A+ Reading Comprehension. There is definitely the potential to do what you are guessing. Right now we are only focused on re-creating the universe and putting in the capacity to display a variety of information. Exactly what information we display at what level is not entirely known, so we are keeping it loose, or flexible. Also it is unknown to me if there will be a travel mechanic. This is not something we need to know to present the universe. If there is a travel mechanic, or something that prevented access to the starmap, we could still support it--likely we would add another state to our nodes, something like "locked" or "inaccessible". This would allow us to render it differently so it is apparent to the user that you can't go there. But I believe the importance to take away is this map should be easy and quick for the user to navigate through. |
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steadyhand amarr
shadows of 514
3083
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Posted - 2014.05.20 07:17:00 -
[26] - Quote
Clicky and slidy is always good so u can translate it to a ipad app :-P just a future thought
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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CCP MC Peanut
C C P C C P Alliance
274
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Posted - 2014.05.20 15:33:00 -
[27] - Quote
This week I am looking at transition effects in and out of the starmap, as well as a scan effect. The transition should fade between the current Station Level (you saw a 'possible but not final' representation at fanfest) and the starmap (the levels are loaded together so there is no actual 'loading' going on--just want some visual immersion). There are definitely a few ways to do this: standard cross-fade, pixel 'redrawing', holographic projection, ???. If you have ideas, or cool reference videos--that would be cool--please post (especially if you find informative Unreal Engine tutorials). The scan effect is already kinda cool (but there is room for more prototypes): Currently I've got a glowing (different colored) line panning across the 3D scene (driven by a 3D coordinate that would animate) that 'displaces' (and changes color) the geometry it passes over. The displacement may be overkill, but it was an opportunity to try new DX11 Geometry Tessellation features. |
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Monkey MAC
Rough Riders..
2869
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Posted - 2014.05.20 16:51:00 -
[28] - Quote
CCP MC Peanut wrote:This week I am looking at transition effects in and out of the starmap, as well as a scan effect. The transition should fade between the current Station Level (you saw a 'possible but not final' representation at fanfest) and the starmap (the levels are loaded together so there is no actual 'loading' going on--just want some visual immersion). There are definitely a few ways to do this: standard cross-fade, pixel 'redrawing', holographic projection, ???. If you have ideas, or cool reference videos--that would be cool--please post (especially if you find informative Unreal Engine tutorials). The scan effect is already kinda cool (but there is room for more prototypes): Currently I've got a glowing (different colored) line panning across the 3D scene (driven by a 3D coordinate that would animate) that 'displaces' (and changes color) the geometry it passes over. The displacement may be overkill, but it was an opportunity to try new DX11 Geometry Tessellation features.
I can't promise to implement the ideas or reference, but I will at least give it a critical thought. If there are any cool ideas and time permits, I will make an effort to try and prototype--but it will be up to the art director as for what we ultimately use.
The scan effect sounds rather cool, however make each system fluoresce for a short time after the displacement. As for the transition, I think you should look at the Racial HUD topic in the DUST feedback forums, the guy has a lot of images, included in his ideas is a HUD boot-up screen.
Something like this would be cool, you have few turn off commands appear on screen then a reboot, with a change of planet on the background, instantaneous clone jump.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Lady MDK
Kameira Lodge Amarr Empire
87
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Posted - 2014.05.20 17:28:00 -
[29] - Quote
Monkey MAC wrote:CCP MC Peanut wrote:This week I am looking at transition effects in and out of the starmap, as well as a scan effect. The transition should fade between the current Station Level (you saw a 'possible but not final' representation at fanfest) and the starmap (the levels are loaded together so there is no actual 'loading' going on--just want some visual immersion). There are definitely a few ways to do this: standard cross-fade, pixel 'redrawing', holographic projection, ???. If you have ideas, or cool reference videos--that would be cool--please post (especially if you find informative Unreal Engine tutorials). The scan effect is already kinda cool (but there is room for more prototypes): Currently I've got a glowing (different colored) line panning across the 3D scene (driven by a 3D coordinate that would animate) that 'displaces' (and changes color) the geometry it passes over. The displacement may be overkill, but it was an opportunity to try new DX11 Geometry Tessellation features.
I can't promise to implement the ideas or reference, but I will at least give it a critical thought. If there are any cool ideas and time permits, I will make an effort to try and prototype--but it will be up to the art director as for what we ultimately use. The scan effect sounds rather cool, however make each system fluoresce for a short time after the displacement.
This sounds good - the florescence could stay and be a different colour depending on the type of sites that is in that district/system/region.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Beren Hurin
Onslaught Inc RISE of LEGION
2367
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Posted - 2014.05.20 19:16:00 -
[30] - Quote
Well, what's the immersion goal?
Are you just switching between menu screens? Or are you trying to give the sense that you are in your body one minute, and then blasting through space the next? Is your consciousness temporarily digitally rendering a menu at one point? Or are you only ever conscious in a body? What is the reason for the swap between 3rd and 1st person? Dust or Eve don't currently answer a lot of these questions currently, but they may inform design.
I think the Assassin's creed loading screen captures the sense of a 'trapped consciousness' well. I don't know if that's something that you'd be going for.
I think something like...
...a loading screen that was an empty plain of dust particles, floating amidst a mostly black universe of rotating stars (with a local nebula from Eve), but then through slightly aggressive joystiq moving and button mashing you could 'will' it to take a gelatinous bodily form and start taking steps forward. It would be ghostly and mostly formless. It would first be just a mound that moves around. You could give it commands that kind of resemble things your clone would do. "Jump" would make it materialize a little higher. "Fire" might pulse a little bit of color into the grey lump of particle goop. "Sprint" would let it begin to form what could resemble moving legs. "Firing too fast" might send the whole fragile heap crashing back to the ground.
Perhaps as you level up this 'limbo' state could also grow in integrity, where the form could become more and more distinguishible, eventually resembling the 'clone you wish to be' or something...
But this "Particle World" could tie your two screens together. Depending on the 'mood' you want to set, you could transition our of your mercenary quarters into a scanning mode with a mellow and serene mood. But a 'post-battle' transition, especially after a loss, could transfer you through the 'limbo' with much more stress and drama.
With the regional nebula as a backdrop to the 'limbo' this could be the 'contextualizing key' that links one region-system-station to the next. As you scan through systems through an overview map, your clone/dust/soup swirls as if it is its own galaxy with its own clouds and clusters. As you highlight one region to the next, full resolution backdrops of region nebulae change. The dust/soup also changes hues to give a sense of the relative danger of the space. It quickly dances excitedly and angrily, like an overflowing pot when scrolling through nullsec systems, it swirls like river rapids while in lowsec, and takes on a much more peaceful flow while in highsec. |
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