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Mobile Bases Preview

🕑 Added 2023-02-18 19:27:37 +0000 UTC

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Henske

Most NWO base buildings will have some kind of defensive weaponry, though this isn't shown in previews since the current engine doesn't really fully support the mobile base concept and will need some modifications to get them working right. All factions will have some buildings that can be upgraded, this will be true for the NWO's walkers as well.

Benito Sussolini

As someone who loved the "battle carrier/factory" in Homeworld: Deserts of Kharak, I think that it would be awesome to give the production buildings a sub-combat ability almost akin to the multi-turreted Empire resource gatherers. The way I am imagining it is a sort of superheavy (slow) bunker the player can garrison infantry into (or maybe small vehicles in the tank factory). Perhaps the player could also mount additional armor and weapons to enhance the combat prowess of the "battle bunker" at the cost of worsened production capability. It would give a reason for Empire generals to bring their overwhelming firepower or Warband chiefs to flex their mobility advantage. It also allows N.W.O. commanders to form their weaker army forces around a strong focal point they can use to smash through a stalemate. Idk, just a thought.

Henske

No, SC:R's lighting is very simplistic, and more comparable to what the OpenRA engine already does (basically it just creates little light flares that illuminate surrounding objects in a simple radius, but there is no dynamic shadowing). The lighting engine we are aiming for is more comparable to Brigador, where light-casting entities actually create realistic directional shadows, and there is both self-shadowing and shadows which are cast onto other objects. So for example, a building's shadow would darken a unit in that falls into its shadow, a headlight from a vehicle actually is cast onto a building, a spotlight causes a unit to cast a shadow in the direction of the spotlight, etc. For a visual demonstration, this part of the video on Brigador's still in-development sequel shows off what I am talking about: https://youtu.be/Ght6sZYWxEI?t=1046 I should add that there is no guarantee that our lighting engine will end up looking quite this good, however, something approximating this lighting engine will fix tons of current visual bugs and just make the game look better in general. Also as an added note, while this method of lighting (using Z depth frames to determine 3-dimensionality for lighting in an otherwise 2D sprite) is complicated compared to conventional dynamic lighting in 3D games, it also has the advantage of basically allowing for virtually unlimited light sources, versus true 3D games where each additional light source can very quickly reduce optimization and performance.

Pierre Eszes

Looks exciting and unique! Do you know how the realtime lighting in Starcraft 1 remastered works? Is that comparable to the method you will implement in the future?


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