Weekly Discussion #16 - What kinds of rewards would you like to see?
-
@Jip I assume he's referring to the unit skins: https://youtu.be/fMA185owd-w
-
@Blodir @Poop_Dynamics @Zeldafanboy I like these ideas, but they all require a similar amount of dev time.
From talking to @Jip (perhaps he can clarify) the primary issue with any in-game cosmetics is getting the holy trinity of game-server-client to agree who has what cosmetics. Making a hat or new textures is pretty simple comparatively.
Also @Zeldafanboy faction-wide skins like that are fairly unlikely. For reference unit textures combined are about 324 MB. Assuming about 20% of that is for each faction (accounting for random campaign stuff and the like) that gives us 81 MB per faction reskin, which each and every user would need to download. We'd be over doubling the entire FAF repo (which is around 200 MB) to give each faction one other skin. I agree white-metal Cybran would be awesome, but I don't think it'd be feasible to distribute.
-
I'd like to see TMM rank icons appearing in more places (eg your highest one appears where an avatar usually does if you don't have one selected)
Should also (hopefully) increase TMM participation -
Hm, well is it possible to just reskin the ACU and Experimentals, then? That would be a much smaller filesize comparatively
-
@jip @archsimkat
Actually I was thinking more about just changing the color-shemes and not directly skins. Smth like this:
As a comparison for the non-StarCrafters, this is how it normally looks.
It'd add a bit variety and is basically like an icon... But in cooler since you actively see it ingame. However I have absolutely no idea if that can actually be implemented or not xD
However it'd take a lot of effort, but at the same time it's a nice way to gain some money. -
Aside from the client+server+game issue pointed out by @Jip we would also need an artist with lots of spare time, highly specific skillsets and possibly some graphics shader development to boot. Creating new textures isn't just 2d work if you want to do something more interesting; it requires creating an all-new hi-poly mesh that matches the game model, texturing it, and then projecting this highly detailed geometry onto the game meshes used to render that unit (lod0 + lod1 times however many independently-animated parts a unit has) to create the new textures. Even an otherwise experienced artist will be pulling their hair out before finishing a t1 scout reskin if their ambitions are to do more than just paint over the existing textures.
-
What about just doing the acu?
-
@veteranashe I'll do an acu for you if you pay me for a few week's worth of work haha
-
Even just recoloring the base materials of each faction would be a good start. Starcraft 2 has remodels and changes the glossiness and materials of units, making units shinier or matte etc. Obviously that's far more ambitious than just turning UEF base metal from a shade of off-blue to olive green... but I think even that would look really nice.
-
If unit skins are too much work how about custom weapon or shield colors for a few select units? Imagine monkeylord with black maser or Seraphim pink shields.
-
@phong said in Weekly Discussion #16 - What kinds of rewards would you like to see?:
Aside from the client+server+game issue pointed out by @Jip we would also need an artist with lots of spare time, highly specific skillsets and possibly some graphics shader development to boot. Creating new textures isn't just 2d work if you want to do something more interesting; it requires creating an all-new hi-poly mesh that matches the game model, texturing it, and then projecting this highly detailed geometry onto the game meshes used to render that unit (lod0 + lod1 times however many independently-animated parts a unit has) to create the new textures. Even an otherwise experienced artist will be pulling their hair out before finishing a t1 scout reskin if their ambitions are to do more than just paint over the existing textures.
Can we mod shaders? If you know how to then hit me up. I'd be curious to play around with them a bit. I've written a few shaders for my 3d renderer project, but idk what I'm doing really.
-
@Jip knows more but i think the answer in general is yes with a bunch of caveats, footnotes and asterisks. What stands out to me as a lot of work is getting the game to render both vanilla UEF and reskinned, pimped out UEF units with special shaders right alongside them.
-
I’ve always wanted cybran lasers and build beams to be team colored
-
I think the decal idea @Blodir suggested is better than skins as a reward because it's immediately visible even when zoomed out. And part of the work's already done
-
My own suggestion is some sort of automatic announcement in lobby chat upon joining. Still requires significant work to implement, 4z0t would know more about exactly how much
Connecting to Blodir...
Connection to Blodir established.
Behold mortals, a demigod graces you with their presence: Blodir, Champion of the Cringe Tournament -
Just had another idea: custom ACU detonations
Edit: Oooh, or Overcharge projectiles. I want mine to be nyan cat
-
This skin stuff will work on trust as long as owner dont leak it
-
@blodir said in Weekly Discussion #16 - What kinds of rewards would you like to see?:
Can we mod shaders? If you know how to then hit me up. I'd be curious to play around with them a bit. I've written a few shaders for my 3d renderer project, but idk what I'm doing really.
Yes - we can adjust shaders to anything we like using the game repository. The only limitation is that we it is far from trivial to add in new inputs.
-
Given that this thread seem to have derailed into cool colour ideas:
I would like to be able to select the colours of everyone in the lobby for my game, and not affect them. That way, on my screen I can always be pink and so can someone else.
-
Makes communicating by referring with colors completely impossible.