Tuesday, November 25, 2014

Logos I

First iterations with logos and possible graphics decals for the spaceship or uniforms.

Monday, November 10, 2014

Gameplay Ideas


  •   Hunt interstellar criminals that hide in a planet, asteroid, space ship cementery, etc
  •   Ship navigation based on skills, tools, and resource management


  • Groups of small enemies that come fast attack and go away to turn around to attack again, this ones can be fast and damaging, as well as protected on the front but vulnerable in the back side.
  • Mines or traps, for example a mine that will trigger many small rockets to launch to the sky then target the player and approach the player at medium speed, which gives the player the chance to raise top shields and/or start taking them down with Vulcan shots.
  • Groups of small enemies that fallow formations around the players ship, from different angles,  and shooting at intervals, for gameplay mechanics:
    •  The groups will have different types of enemies that have weaknesses to different weapons, this to have the player use different weapons and managing energy for the use of weapons, maybe some weapons require high levels of energy.
    • Some have to be dealt with faster than others because of their potential danger, this can be used to make the player control the shields of the ship so its reinforced against the enemies that need to be dealt with later allowing them shooting opportunities.
    • Enemies will move around the player upper hemisphere so the oculus can be used to search for the enemies and the cockpit rotated, this will let the user set up shields levels on different part of the ship easier as well as shooting the enemies
  • Medium and Large enemies, this combine different parts with different weaknesses and have different weapons attached that will need to be dealt in different orders, also we could have part that need to be destroyed first to reveal internals that are shoot to destroy the enemy, like taking a shell of it first.
  • There can be a combination of these enemies that attack the user at a given time to make things more chaotic, but we have to be careful to be fair with the amount of enemies attacking the player.
  • Some enemies could be very hard unless the user has the right equipment, for example enemies with EMP bursts could be very hard for a player unless they have a counter measurement add on that can nullify or reduce the effects of EMP, even a alternative energy source that will trigger then the EMP affected the player, or camouflaged enemies that require a radar add on to uncloak them, or a disrupting wave that will turn of their camo, etc.


"Water world"

Small planetoid with shallow liquid, could be liquid methane, sea, with very alien looking athmosphere, 

there can be some deep areas, like holes that go deep inside the planet that need to be investigated to find the bounty.
there can be strange island like growths, and geysers.

The hunt can be a mix of under "water" level ending up chasing the bounty to the surface and fighting on the shallow waters. The ship would hover over the shallow liquid parts.


  • Player has money that has to be spent in repairs, addons, mission consumables (fuel, ammo,etc)
  • Player ship can be destroyed, this activates the user ejection system and saves the player, but money needs to be spent in a new ship maybe user needs to borrow money , negative money balance?.

Thursday, November 6, 2014

Wednesday, November 5, 2014

HUD - 3D Modeling and infography

The HUD with the 3D modelling and some infography. Not very convinced about the lower box that contains the holograms. Looks cheap or old.

SPACESHIP - inside the cockpit

Some details inside the cockpit

HUD glass opt 1

HUD Glass Opt 2

Floating Machine Gun - one module

Also here I'm adding a 360 degree video on how the pilot seat rotates inside the cockpit to have a 360 degree view of the whole spaceship.

SPACESHIP - iterations on the exterior of the cockpit

 Iterations on the exterior of the cockpit and the cabin controls. Floating machine gun drones are active.

HUD - more iterations

More iterations on the HUD details

CONTROLS - Xbox controller

The initial setup of the controller buttons on a typical controller.

SPACESHIP - evolving the 3D model

Now we can start tweaking the colors of the spaceship and adding some light conditions and even starting to add it inside an ambient (hangar).

Also a human figure helps a lot to start considering realistic proportions on weapons and the cockpit.

HUD - more progress

Some other details added to the internal cockpit.

Adding the floating machine guns...

At some point the spaceship became more solid in the 3D volume and now the cabin frame is also part of the 3D modelling. Now the frame of the cabin appears with the HUD, more integrated.
testing also more "holographic" look for the graphics.

HUD - adding more interface elements

Starting to add some graphic elements into the cockpit.

Circular approach, hologram like
Some traditional elements of an airplane for navigation as the pedals.

Some approach closer to the cockpit of a helicpoter Apache or a Harrier. On the right there is the gyroscopic control covered by a metalic harness.

3D Sketching - Spaceship

We need to start thinking on a name for this spaceship.

Here are the initial 3d volumes for the sapceship. The magenta color is to pops the volume of the main shapes.

With a spherical cockpit

Weapons - Floating Machine Guns

One of the ideas for the weapons is to have floating machine guns; similar to the drones used in the movie "Oblivion" we are going to use floating machine guns that stay very close to the rotating cockpit, and  will be aiming automatically once the pilot secures the target.


References for the inside of the asteroid ambient.

Since its going to look very similar to a cave, speolology pictures are useful for this case.

Right now, these ones look the most promising:

Mexico crystal mines

Color tweak - shifted to blue