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INDUSTRISTATION [pick a name pls]

Posted: Sat Jun 03, 2017 9:16 pm
by bman
update: this needs a proper name chip in this thread please

Image

industristation (name not chosen yet calm the tits) is a station (or station design vision/style) that is supposed to make the station dark and atmospheric, as it stands right now it is defined by being cramped and claustrophobic, sort of like a gothic space horror set, machinery, buttons, wires, levers and the such would be in abundance, making the station VERY complex and autistic (in fact, I plan to scrap air alarms and introduce actual real plumbing, wall pipes and stuff like that). of course not ALL of the station will be like this, some rooms will for contrast be clean and lo-fi retro looking.

Oh yeah, lighting will play a HUGE part into the atmosphere of the station, rather than something to enable you to valid better.

the levers and buttons wont be just niknaks, they'll serve functions such as "undocking" separate air bridges, manual bolts and bolt override, plumbing pressure control (valves) and other stuff.

I dont have much sprites for this right now (i got various floor tiles and some code behind them so far), but I'm working on it and hopefully I can finish this project if it doesnt crash and burn in time.


Some might say this is far too different from other maps to work on its own and not as part of a gamemode or even on a separate server. If this comes to fruition i'll probably host it as its own server or something.



The Plan:

Lowpop oriented. Tight-knit crew. Only relevant and essential jobs (2/3 doctors, technicians, pilots(?), a janitor, researchers, and finally coordinators/senior officers. No concept of "departments" but rather the crew works as one large department. No security, the crew works together to ensure their own safety. No headsets! Maybe the senior officer can have a headset but other than that the crew has to use radios to communicate, this gauges paranoia up to 200% since telecommunication isnt easy, and the crew isn't abundant. Gloomy atmospheric visuals, with capitalization on sound design for immersion.

"But this makes antagonists too strong!", you might ask, however, traitors will naturally be re-balanced; They will be forced to:
  • Take out people one by one.
    Avoid rousing suspicion.
    Blend in with the crew.
    Hide evidence.
Rather than being unstoppable tanks.

Re: New design style/map [Industristation (name pending)]

Posted: Sat Jun 03, 2017 9:21 pm
by TrustyGun
Sprites look good.

Can't really say much for the concept behind those sprites as there is no gameplay shown as of yet, but if you are planning to have a shittload of button, levers and assorted interactables in every room they better be labeled

Re: New design style/map [Industristation (name pending)]

Posted: Sat Jun 03, 2017 9:24 pm
by bman
TrustyGun wrote:Sprites look good.

Can't really say much for the concept behind those sprites as there is no gameplay shown as of yet, but if you are planning to have a shittload of button, levers and assorted interactables in every room they better be labeled
it would be devilish if they were not
and very hilarious

Re: New design style/map [Industristation (name pending)]

Posted: Sat Jun 03, 2017 9:51 pm
by leibniz
Just make sure to add crushers everywhere

Re: New design style/map [Industristation (name pending)]

Posted: Sat Jun 03, 2017 10:36 pm
by 420weedscopes
if it's that level of detail in 32x then yes fucking please

Re: New design style/map [Industristation (name pending)]

Posted: Sat Jun 03, 2017 11:06 pm
by bman
420weedscopes wrote:if it's that level of detail in 32x then yes fucking please
fuck man dont tempt me to make it 64x64

i dont want to be a madman

Re: New design style/map [Industristation (name pending)]

Posted: Sat Jun 03, 2017 11:07 pm
by danno
lol do it pussy

Re: New design style/map [Industristation (name pending)]

Posted: Sat Jun 03, 2017 11:14 pm
by bman
danno wrote:lol do it pussy
i actually would do it but im scared because last time we tried 64x64 there were bugs and memory cloaca leaks and shit

Re: INDUSTRISTATION [name "poll"]

Posted: Mon Jun 05, 2017 1:42 am
by ShadowDimentio
I hate the way it looks, and the station getting texturally darker would make it hard as shit for to see.

Re: INDUSTRISTATION [name "poll"]

Posted: Mon Jun 05, 2017 6:06 am
by bman
ShadowDimentio wrote:I hate the way it looks, and the station getting texturally darker would make it hard as shit for to see.
not all of it will be steel corridors, some parts will look clean smooth retro-ish lo-fi

however, in maint....
would make it hard as shit for to see.
that's the point

Re: INDUSTRISTATION [name "poll"]

Posted: Mon Jun 05, 2017 8:41 pm
by bman
I'm trying a new wall design.

Image

3/4th.

I know of a method to fix the "Can't see north facing gadgets!" dilemma, I'll make the gadgets a layer ABOVE the wall, have them a bit transparent and set their mouse opacity higher than a wall.

Re: INDUSTRISTATION [name "poll"]

Posted: Fri Jun 09, 2017 8:43 am
by bman
dictating whether side sprites' walls should be lit (white) when power is on or not
Image

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 09, 2017 1:49 pm
by Gun Hog
HOLY MOLY, that wall looks niiiiiiiiiiiiiiiiiiiiiiiiice!

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 09, 2017 6:02 pm
by ShadowDimentio
I hate the way it looks, and why is it brown the station isn't made out of wood or brass or rusted to shit.

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 09, 2017 6:05 pm
by bman
ShadowDimentio wrote:I hate the way it looks, and why is it brown the station isn't made out of wood or brass or rusted to shit.
the maintenance tunnels are naturally full of pipes, wires, plumbing equipment, welding tanks, and other utility items.
the smooth copper gives it a distinct background that will not pop out under a mess of pipes but also, it wont blend in to the point of being indistinguishable
Gun Hog wrote:HOLY MOLY, that wall looks niiiiiiiiiiiiiiiiiiiiiiiiice!
thx bby

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 09, 2017 6:41 pm
by danno
Honestly, I don't like how it looks because I don't really get what you're going for

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 09, 2017 6:44 pm
by bman
danno wrote:Honestly, I don't like how it looks because I don't really get what you're going for
ok
Spoiler:
Image

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 09, 2017 7:54 pm
by ShadowDimentio
bman wrote:the maintenance tunnels are naturally full of pipes, wires, plumbing equipment, welding tanks, and other utility items.
the smooth copper gives it a distinct background that will not pop out under a mess of pipes but also, it wont blend in to the point of being indistinguishable
What? The station isn't made out of copper, and the pipes don't go along the walls or whatever, they go along the floors. Also there's literally no issue in seeing where the walls are currently, they're impossible to miss. You don't need to paint them in a garish color so they "pop" more.

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 09, 2017 8:02 pm
by bman
ShadowDimentio wrote:
bman wrote:the maintenance tunnels are naturally full of pipes, wires, plumbing equipment, welding tanks, and other utility items.
the smooth copper gives it a distinct background that will not pop out under a mess of pipes but also, it wont blend in to the point of being indistinguishable
What? The station isn't made out of copper, and the pipes don't go along the walls or whatever, they go along the floors. Also there's literally no issue in seeing where the walls are currently, they're impossible to miss. You don't need to paint them in a garish color so they "pop" more.
What? The station isn't made out of copper,
This one is, at least some parts of it.
and the pipes don't go along the walls or whatever, they go along the floors.
This one does, and also, it will have real ventilation shafts rather than meme tubes under floor tiles.
Also there's literally no issue in seeing where the walls are currently, they're impossible to miss. You don't need to paint them in a garish color so they "pop" more.
>metal wall with grey palette
>metal pipes also with a grey palette

You don't need to paint them in a garish color so they "pop" more.
that will not pop out
shadow pls

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 09, 2017 8:03 pm
by MMMiracles
You should really try building an example scene that'd be a good visual of what you're trying to go for when it comes to an entire station, because while some of these assets may look nice in rarer places like ruins, I can't see them fitting in well on a station design.

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 09, 2017 8:33 pm
by danno
I don't get the same feeling from your ref image that I do from your sprite but if you like it then you do you

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 09, 2017 9:12 pm
by bman
danno wrote:I don't get the same feeling from your ref image that I do from your sprite but if you like it then you do you
maybe because it's a singular sprite missing atmospheric lighting, a neighboring environment, animations and the 100 types of details on that image (pipes and machinery)

if you're wondering why i didnt sprite the pipes on the wall itself then that's because everything will be fully functional and not just fluff

you guys dont believe me, this will work out, ill make a "set piece" and show you.

Re: INDUSTRISTATION [pick a name pls]

Posted: Sat Jun 10, 2017 6:03 am
by Professor Hangar
This kinda thing is why concept art exists, it's best to test out an aesthetic before committing absolutely to it.

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 13, 2017 9:27 am
by bman
comfy walls for civilian areas rather than cold rigid steel corridors

not a finished product but let's go overdrive.


Image

edit: yes i know the panel things are too big in the side sprites i fixed that

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 13, 2017 11:03 am
by FantasticFwoosh
Recreate the dining room from the set of "Alien" would be the ultimate scene test.

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 20, 2017 3:33 am
by bman
wall n floor preview for public halls

Image
yes yes the lights and maint floors arent right calm your tits it's early preview

also updated op with very very early bikesheddy scrawny thicc-quicc "design document" (lol) sort of deal

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 20, 2017 4:18 am
by TheSharmat
Looks really good, I like it.

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 20, 2017 1:24 pm
by Gun Hog
The wells themselves look fantastic, along with that flooring! APC looks out of place on it, though.

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 20, 2017 3:35 pm
by FantasticFwoosh
The way the light connects to the walls isn't too ugly, id like to see a camera, button & a firelock though in your next picture example.

I personally think the non bordered reinforced wall looks better, unless you want to add a smoothing effect of border pipes or something.

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 20, 2017 7:55 pm
by PKPenguin321
gives me a sort of starbound/terraria vibe for some reason

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 20, 2017 8:10 pm
by TrustyGun
FantasticFwoosh wrote: I personally think the non bordered reinforced wall looks better, unless you want to add a smoothing effect of border pipes or something.
Fwoosh is right, the connections between the walls would look better without smoothing.

It looks amazing, imagine box/meta with these walls

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 20, 2017 8:25 pm
by bman
TrustyGun wrote:
FantasticFwoosh wrote: I personally think the non bordered reinforced wall looks better, unless you want to add a smoothing effect of border pipes or something.
Fwoosh is right, the connections between the walls would look better without smoothing.

It looks amazing, imagine box/meta with these walls
you mean the lines separating the walls???

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 20, 2017 9:10 pm
by Anonmare
This might sound like a dumb question, but, are the public walls and maintenance walls made from the same material? If so, how does the game differentiate and if I was a crewmember designing a room, could I define if it was a public or maintenance one to get the different visuals?

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 20, 2017 9:33 pm
by FantasticFwoosh
No the lines seperating the walls from the floor.

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 20, 2017 10:40 pm
by bman
Anonmare wrote:This might sound like a dumb question, but, are the public walls and maintenance walls made from the same material? If so, how does the game differentiate and if I was a crewmember designing a room, could I define if it was a public or maintenance one to get the different visuals?
all wall girders are made out of aluminum

different materials is what dictates different visuals, normal hall walls are covered in MLI for that smooth white cover.

for outer walls: theorycrafting ahoy:
in this, space dust is much more common and far more dangerous, this makes space even more hazardous, dont worry though, the station will start with material autism but as the engineers try to expand or repair broken rooms they will have to add new layers of kevlar to protect the main hull.
Image
this is just an idea though.

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 20, 2017 10:41 pm
by John_Oxford
how would you go about making objects in 3/4ths that go on walls?

since players aren't in 3/4th's it'd look weird

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 20, 2017 10:43 pm
by bman
John_Oxford wrote:how would you go about making objects in 3/4ths that go on walls?

since players aren't in 3/4th's it'd look weird
i dont understand your question, i'd just put 3/4th objects on the face of the wall?

Re: INDUSTRISTATION [pick a name pls]

Posted: Wed Jun 21, 2017 6:22 pm
by tacolizard
did someone say atmosphere?!! well mah boy you'll be in luck if my reverb PR is merged

Re: INDUSTRISTATION [pick a name pls]

Posted: Wed Jun 21, 2017 6:27 pm
by tacolizard
also this looks awesome I could help with coding if you need any.

Re: INDUSTRISTATION [pick a name pls]

Posted: Wed Jun 21, 2017 7:45 pm
by bman
tacolizard wrote:also this looks awesome I could help with coding if you need any.
i mean if u wanna you can just give me anything semi-interesting and ill slap it in

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 23, 2017 1:59 am
by bman
new wall design Image

also VOTE between that design, this design, or both.
Image

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 23, 2017 4:16 am
by Gun Hog
THE FOLLOWING IS POSTED ON BMAN'S BEHALF:
bman wrote:Image
1, 2, or 3?
you can pick more than one (or all 3) and ill use both of them, vote pls causse im seriously contemplating dropping type 2

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 23, 2017 7:10 am
by DireVictory
All look good, 1 and 3 better though.

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 23, 2017 7:46 am
by bman
thanks gunhog, i couldnt post because for some reason my ip got blacklisted when i switched to phone

Re: INDUSTRISTATION [pick a name pls]

Posted: Fri Jun 23, 2017 9:47 am
by Anonmare
I like 1 and 3 better than 2. 1 and 3 look equally as good though. Maybe if you could show us some of its corner sprites, like number 1 does, might help decide.

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 27, 2017 11:30 am
by bman
here's an autistic, prototype, unfinished station layout map

Image
edit: cooling pipe loops and routes not shown for obvious reasons
edit: Ye i have diagonal movement

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 27, 2017 12:03 pm
by Anonmare
>Diagonal movement
What is this sorcery?

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 27, 2017 12:10 pm
by bman
Anonmare wrote:>Diagonal movement
What is this sorcery?
we actually already have it, it just has some issues.

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 27, 2017 12:39 pm
by Anonmare
Also are the radiators for the engine?

Re: INDUSTRISTATION [pick a name pls]

Posted: Tue Jun 27, 2017 2:57 pm
by tacolizard
are you gonna put in maint shafts on top of what you have laid out?