Here are some screenshots with descriptions. I'll try to put something on the vault soon, perhaps start a project, in hopes that some able person(s) might take interest in developing the construct or otherwise adding some input. I don't have any particular story in mind fpr myself- a comedy of sorts, if anything.
What follows are my thoughts/attempts at joining all this together, while trying to maintain a 24x24 max area
The Ship. I used the grey ghost ship model (because the warship was backwards), applied as a model effect to my pc, to navigate. (Similar to Realms of Ultima: Overland Map Land and Sea Travel System- whose warship model appears unrotated still, dunno) This causes some problems with collisions, but hopefully a solution will present itself...
The Phlogiston. A rainbow sea with river-like flows connecting pearlesque, floating spheres. My mock-up utilized YATT and a colormap of a multi-colored, gaseous nebula to form a 2D overland map over which the ships traveled. There are a number of flow maps that one could locate spheres/flows by (and create a heightmap screen to dig them in.) Wormholes could connect multiple Phlogiston areas. The main challenge here (apart from encounters) is balancing the scales (ships, spheres, existing vfxs) with camera distance and pitch/yaw for optimal presentation. Not satisfied as yet.
The Spheres. For my mock-up of Realmspace, I created a bowl-shaped heightmap on black terrain and added a area-wide walkmesh at height 0m which bisects all celestial bodies. A black skybox with no light/fog enabled the use of a player-adjustable camera. I used spherical container fillers with various texture swaps, UV scrolling and some custom vfxs for most bodies, and what standard placeables for others I could find. Scaling the ship down very small allowed me to maintain reasonable proportions within the 24x24 area constraint.. The ship can approach every body, most likely triggering a conversation to explore further (if only superficially).
The Celestial Bodies.. Exploring any in depth can be done in a traditional area sense. In the case of some spherical bodies, I may try to create an inverse-bowl heightmap, bake it, then create another- only smaller-without baking, to give the impression one is orbiting/ entering atmosphere. This would most likely be overland-map style.
Encounters. Ship (or other hostile) encounters are wonky because enemies rush bow-long into one another and, because of their collision dimensions, become one. I'm not sure of the best/most viable solution to this problem, but I would say that the PC could somehow fight on the current map in ship form and/or jump to a stationary-ship area to stage a ranged (cannon) attack and/or board/be boarded for 'hand-to-hand' combat. A single area could accomodate both stationary stages with some clever separation/fades/etc Several area sets could accomodate multiple encounter types (PC v. Cargo, v. Warship, v. Creature, etc.)
Ship Interiors. RWS pocket ship interiors.
Placeables/Creatures. Multiverse takes all kinds, but ships would be nice- as would being able to simply polymorph into one...
VFXs. I've combed through and desconstructed many in attempts to build a sun, ship-bubble, colorspray shipwake, planetary discs, and more- not all successfully. What a headache. Wish those things scaled.
Notes. The celestial bodies don't have to be stationary. They can orbit their parents by de/spawning at (or in some case prehaps walking) waypoints based on the date. (in the case of Realmspace, I've already created an astronomy system based upon our own) I might also add that a navigation system might be warranted in the spheres- beams or markers to guide the way...
Anyway, lots to consider. Let me know if you're interested or have some input. The only thing I can't do is model. Effects are arduous and my scripting is sloppy, tho eventually effective.





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