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Development Update featured mods Nomads

Nomads Dev Diaries #20

Hello everyone,

The last post we showed you some building kits, and today we will be showing you some explosions. Enjoy. Additionally, you can see more on our development streams.

If you can make drawings, or make models, we need your help. Click the link below. Also click it for any other reason:

Nomads discord server: https://discord.gg/eV3wmAX

RKs Explosions

The short news is that RKs explosions now supports Nomads! The mod is available for download from the mod vault right now, and also check out RKs forum thread.

Meanwhile, enjoy these screenshots of Nomads units being blown up:

The idea here is that Nomads use plasma as their power sources, so when their stuff gets destroyed clouds of the plasma are released, rather than having smoke or fire.

These effects can still do with plenty of work, and some things such as effects for experimentals havent been done yet. Also RK is going to be working on making weapon effects and other such stuff for Nomads as well, so stay tuned for that.

And thats it for now! If you want to see top secret stuff, join the discord server where you can chat to the devs, ask questions, spy on the process and get all the exclusive goodies and more! Also feel free to leave feedback either on the forum thread or in the discord. Remember, feedback is very important!

Lastly, we are always looking for more contributors, so if you are interested in creating things, whether thats code, 2d art, models, music or anything else, do get in touch! We also provide all the resources and guidance needed, so don’t worry if you think you are missing any skills, we will be glad to see you!

Categories
Development Update featured mods Nomads

Nomads Dev Diaries #19

Hello everyone,

Last week we talked about mass storages, and this week we are looking at building kits. Additionally, you can see more on our development streams.

If you can make drawings, or make models, we need your help. Click the link below. Also click it for any other reason:

Nomads discord server: https://discord.gg/eV3wmAX

Delayed Post

As promised last week, this post is coming out a bit later than usual. Hopefully things will be back to normal next week, but there may yet be more posts in the posting queue. Things arent too organised and so its a bit hard to say whether nomads might have to be shifted again.

Kits

You may be wondering: what is a kit? Just to confuse you, its not what is on the top image, that is a top secret teaser we are posting just for you to guess at.

A kit, also known as a kit of parts is just that – a collection of model parts that you can then use to create a model. Sometimes they are sold online, but in this case we are talking about making our very own for Nomads. Here is the above top secret model broken into its component pieces. (Which pieces are missing in the image? Can you tell?) There arent that many of them:

The reason why is pretty simple – consistency. One of the most important things for a faction is to have units that have a consistent style. This is quite difficult without also making the models generic, and so it would take a long time working on each model to bring it to the same theme as the rest.

One way to make units look consistent is to make sure they have similar details. A circle shape thats got one type of detail looks more similar to a square shape than the same circle with a different type of detail. Check out this somewhat crude comparison:

Using kits will help us add a few details to our units that will make them share components, and in doing so look similar to each other. Its important to not overuse kits since then it may become obvious that parts are being reused and the units start to look a lot less creative. What we are concentrating on is the use of recognizable parts – those which add character to a model – which would be used once or twice per unit as small but visible details, that let us have loads of varying shapes, while still looking uniform.

Hopefully these measures will help us make models with even higher quality, faster. We will see.

Marlos Models

At this rate, we might have to make this a weekly section at the bottom of each post. This is a good thing. Once again Marlo slammed out a couple of models from nowhere. Check them out.

Here he just went and made a range finder, presumably inspired by some of the work on radars.

And then another one. These ones in particular are unlikely to make it into the mod, but they are already creating new ideas for what will, and so doing a pretty important job as a result.

And thats it for now! If you want to see top secret stuff, join the discord server where you can chat to the devs, ask questions, spy on the process and get all the exclusive goodies and more! Also feel free to leave feedback either on the forum thread or in the discord. Remember, feedback is very important!

Lastly, we are always looking for more contributors, so if you are interested in creating things, whether thats code, 2d art, models, music or anything else, do get in touch! We also provide all the resources and guidance needed, so don’t worry if you think you are missing any skills, we will be glad to see you!

Categories
Development Update featured mods Nomads

Nomads Dev Diaries #18

Hello everyone,

Last week we talked about some sketches for the mass extrator, and today we are going to continue with this theme, this time moving onto some ideas for storages. Additionally, you can see more on our development streams.

If you can make drawings, or make models, we need your help. Click the link below. Also click it for any other reason:

Nomads discord server: https://discord.gg/eV3wmAX

Possible distruption to Diaries next week

There has been quite a queue of posts for whats new all of a sudden, and since none of them are being combined, and all of them need to be posted, Nomads might need a bit of delaying, from sunday next week to tuesday next week. This isnt a super organised effort however so who knows what will actually happen, but being warned for possible disruptions is a good idea.

Mass and Energy Storage

Storages are quite interesting buildings since they are rather dynamic, with the building also being a visual indicator for your storage levels. They need to have a large part of the building moving around, and showing clearly what is going on. This means we can really go for that idea and make some stuff going on.

This is a different concept, which might be for either mass or energy storage. Right now we arent making a difference between them, and just seeing where the ideas develop before locking them in, and adjusting to make them more suited for their roles. This idea features three sliders that are diagonal, which is a potentially nice move since when viewed from above its more obvious if its full.

Marlos Models

As always, marlo jumps in with his models out of nowhere and shows what these sketches might look like in a more salient fashion. This immediately helps us make a design review, and move onto the next iteration.

Here you can see that the model above isnt too inspiring, which clearly shows the flaws in the design, so the next iteration is to try a tower like design, where the rising area is a very prominent part of the unit, which should hopefully make it more dynamic.

And we also got a couple of other ideas for the storages, this one is a bit more traditional, with the stored elements being arranged similar to the seraphim version.

The Nomads Coffee Machine

Marlo decided to have a little fun and convert the storage into a coffee machine. Its great. Enjoy.

And thats it for now! If you want to see top secret stuff, join the discord server where you can chat to the devs, ask questions, spy on the process and get all the exclusive goodies and more! Also feel free to leave feedback either on the forum thread or in the discord. Remember, feedback is very important!

Lastly, we are always looking for more contributors, so if you are interested in creating things, whether thats code, 2d art, models, music or anything else, do get in touch! We also provide all the resources and guidance needed, so don’t worry if you think you are missing any skills, we will be glad to see you!

Categories
Development Update featured mods Nomads

Nomads Dev Diaries #17

Hello everyone,

Last week we talked about the world borders, and today we are looking at a concept for the mass extractors. Additionally, you can see more on our development streams.

If you can make drawings, or make models, we need your help. Click the link below. Also click it for any other reason:

Nomads discord server: https://discord.gg/eV3wmAX

Mass Extractors

During todays stream we explored on what mass extractors might look like. They are a rather complicated unit, which give us both plenty of constraints and just as many opportunities. The unit comes in three tech levels, and needs both upgrade animations, as well as a mining animation.

The idea we are looking at here is a fairly minimal structure, with a bare bones set up. It has three mining drills which move up and down when the mex is active, which is pretty simple so far. To let it support upgrades, there is a hangar on one side, with the mining rigs attached to a rail. The upgrade animation will involve the hangar building a mining drill, which will then slide out along the rail and unpack into position.

This led to quite some limitations, and was a little bit of a challenge to make sure all the parts can actually fit inside the hangar on the side, and that they will slide along properly. You can see a few attempts at side sketches trying to work out how the drills will attach to the rail, and also some stuff to counterbalance the drills on the other side. Taking a purely functional approach here was difficult, but also pretty fun and hopefully will result in an interesting unit.

Surprise scribble

This wasnt really anything, just a quick drawing for fun. I started out by drawing some sort of building shape, but then after adding an eye to it, it became more of a robot head. After that I messed around with its methods of locomotion, thinking that maybe it could hover around or be on wheels.

Things like this dont serve a direct purpose, but they do get ideas going, and could lead somewhere interesting. Where might this one lead us? We dont know. Can you think of something?

And thats it for now! If you want to see top secret stuff, join the discord server where you can chat to the devs, ask questions, spy on the process and get all the exclusive goodies and more! Also feel free to leave feedback either on the forum thread or in the discord. Remember, feedback is very important!

Lastly, we are always looking for more contributors, so if you are interested in creating things, whether thats code, 2d art, models, music or anything else, do get in touch! We also provide all the resources and guidance needed, so don’t worry if you think you are missing any skills, we will be glad to see you!

Categories
Development Update featured mods Nomads

Nomads Dev Diaries #16

Hello everyone,

Last week we talked about Air staging, and this week we will be talking about the world borders. Additionally, you can see more on our development streams.

If you can make drawings, or make models, we need your help. Click the link below. Also click it for any other reason:

Nomads discord server: https://discord.gg/eV3wmAX

World Borders

So, it might not be clear what a world border is. Check out the image below for an explanation. Its the thing that appears around the map so you arent staring into blackness.

What you see here is a quick test to make sure our model is going to work in game. There is quite a lot of stuff going on here, even though it doesnt look like much. For example, we are taking a different approach to texturing and polygons, which means that we can expect to have a lot more details to play with than the other factions borders. To make things more clear, the model in the game has around 6000 vertices, while the UEF world border has about 35000. So we are at a fraction of the complexity, which we will be increasing back up to the same level, but ending up with a lot more details in our world borders.

the downside of this approach is that our texture resolutions will be lower in some areas of the model. This is a manageable problem though, and by using clever methods we can really make the most of things without impacting game performance.

For instance, we can place most of the details in the centre of the model, since the edges of the model are rarely visible, and when they are, they are often obscured by fog, so texture density doesnt matter much over there.

Lastly, just earlier today Utter has made a great contribution to the model by adding some extra details to it, which are shown in green.

A thing to bear in mind is that this is a version thats not the same as the ingame screenshots, so there are other things that are not green, but also different. Maybe you can spot some differences with that version from here.

Lastly, note that this is still a work in progress, but when we are done we can expect to have the best world borders ever, and with no performance impact. Incidentally, the black plane bug is fixed with these borders, so if they are finished soon you can play on those maps without anything breaking.

And thats it for now! If you want to see top secret stuff, join the discord server where you can chat to the devs, ask questions, spy on the process and get all the exclusive goodies and more! Also feel free to leave feedback either on the forum thread or in the discord. Remember, feedback is very important!

Lastly, we are always looking for more contributors, so if you are interested in creating things, whether thats code, 2d art, models, music or anything else, do get in touch! We also provide all the resources and guidance needed, so don’t worry if you think you are missing any skills, we will be glad to see you!