Gameplay Footage: Artillery firing sequence
Moderators: The Artistocrats, Order of Battle Moderators
Gameplay Footage: Artillery firing sequence
We're putting a lot of effort into the game's unit animations, so in addition to the regular little screenshot sneakpeeks we'll be doing some video footage as well.
For the first video, a sequence of artillery bombardment. Note the little details such as empty shellcases exiting the barrel after recoil.
(Everything in the video is still in development and may differ from the final product)
For the first video, a sequence of artillery bombardment. Note the little details such as empty shellcases exiting the barrel after recoil.
(Everything in the video is still in development and may differ from the final product)
Re: Gameplay Footage: Artillery firing sequence
That`s impressive. Funny that the empty shells are not only discarded, but also kicked away afterwords. 
@adherbal
I have a question: how undoable is it to have crews for guns? I`m not requesting the feature; I think the units look great as they are. And I can also think by myself of numerous issues with it (lots more work to make the crew models; having crews also limits a gun to the use of a single faction because of its uniforms; lots more work to animate the crew since this is actually 3d; probably a very large hit on performance because of all the extra polygons and movement). I`d just be curious to hear your opinion on this since you have all the data.

@adherbal
I have a question: how undoable is it to have crews for guns? I`m not requesting the feature; I think the units look great as they are. And I can also think by myself of numerous issues with it (lots more work to make the crew models; having crews also limits a gun to the use of a single faction because of its uniforms; lots more work to animate the crew since this is actually 3d; probably a very large hit on performance because of all the extra polygons and movement). I`d just be curious to hear your opinion on this since you have all the data.
Re: Gameplay Footage: Artillery firing sequence
Technically anything is possible, but aside from the technical issues you already mentioned there is the scale difference between various units. Smaller units (ex: light tanks) are on a higher scale than bigger ones (ex: super heavy tanks) to prevent them from looking completely insignificant (the same scaling system we applied on PzC). So if they have crews, should those be scaled as well - meaning some soldiers are much bigger than others? Or should they be on the same scale, making soldiers huge compared to some weapons?
All in all, enough reasons for us to decide not to include crews
All in all, enough reasons for us to decide not to include crews

Re: Gameplay Footage: Artillery firing sequence
Very impressive. Can't wait to get my hands on this game.
Re: Gameplay Footage: Artillery firing sequence
Good! Your approach is just fine. As far as I can tell, you're focusing on 3 dedicated areas for scale: water, land, sky. This way a cruiser will always look bigger than another ship that was substantially smaller and you can apply the same method for land and air, without having to scale for example an aircraft carrier (water) with a tank (land). This way your models don't become too small and ugly and are easier to differentiate; a wise design decision.adherbal wrote:All in all, enough reasons for us to decide not to include crews
