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androidarts

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A work in progress.

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androidarts, to random
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Sometimes (or even often) when I search for stuff now it seems the search engine just latches onto one of the words and ignores the rest. Doesn't show up in the summary or where on the page when I ctrl+F. Perhaps it's partly due to so many pages being dynamic now.

androidarts, to random
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Micro-robot sketches

androidarts,
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@nyrath Those were pretty fun. I was reading the old Starsiege Tribes lore and in that universe they have a bunch of laws for the nanotech nanites just to avoid problems.

The First Limit: Control by Man
The Second Limit: Confine the Reach
The Third Limit: Confine the Generation
The Fourth Limit: Strike Not the Living
The Fifth Limit: Destroy Mutations

http://erewhon.superkuh.com/library/Games/Starsiege%20and%20Tribes/tutech.html

androidarts, to random
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androidarts, to random
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Updated my Tribes page a bit:
https://androidarts.com/starsiege/tribes.htm

Nice references here (old concept art and design/lore docs):
http://erewhon.superkuh.com/library/Games/Starsiege%20and%20Tribes/
"TU Weapon & Armor Descriptions.rtf" covers the technology fluff.

Webpage for the compenium:
https://starsiegecompendium.com/

Found a press/magazine image... looks like beta models/skins with the saucy lady.

androidarts, to random
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Cleaned up another old Tribes sheet a bit. Resources and consoles might encourage and put focus on social interaction (afaik newer versions have streamlined this element away and have pre-match class selection).
Added ideas for lifeforms to bump into. Maybe a predatory crocodile bird. Exploding longleg ticks, stupid herds of grazing duck cows, and floating blimps getting in the way (or usable as springboards).

androidarts, to random
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More Starsiege/Cyberstorm/Earthsiege stuff revisted.

androidarts, to random
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Went back and gave Ramses high heels. Here I was going for a unified language for the Cybrids, downplaying the newer bug theme in favor of the older steel look.
#Starsiege

androidarts, to random
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Nibbling on some old Tribes sketches.

androidarts, to random
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Saw someone claim that games didn't use to have political content. Seems like bollocks. Final Fantasy 7? Too many to name? I think people just didn't notice because they were kids and controversy stirring was less of a thing.

Back then it was mainly outsiders being upset about games perhaps? I remember Commando Libya, Cannon Fodder and also the whole satanism panic...

androidarts, to random
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Traveller Doggos

androidarts, to random
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Mantis Warrior

androidarts, to random
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Ogre counter redesign. Little road puffs for movement, and other visual stuff.

androidarts, to random
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Nuke-jumping Ogre, breaking. Who needs parachutes?

androidarts, to random
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Ogre variants, haphazard sizes with some calculations. When it comes to soil mechanics, apparently it really helps for tanks to have malleable treads, with suspension and such, so I gave mine 6 tilt-able track modules with 4 tracks each. Even so, pressure is more than 2x that of a modern tank. Possibly an Ogre might need rockets or even nukes for glassing terrain to get out of situations.

androidarts,
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Since Ogres are somewhat nuke resistant, maybe they could do small nuclear powered jumps, like Orion rockets on steroids (at the cost of taking some thread damage). Another idea is taking in river and sea water, superheat it in the fusion plant or whatever, and use as reaction mass.

For reference, Starship is 5000 tons (only 300t actual ship!) and an Ogre is probably half or less.

androidarts,
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@isaackuo Are Ogres even serviced by humans in the field though? I could imagine dumping entire track modules into repair pits. In the field, maybe individual damaged tracks can be let loose or retracted in some way. Driving on 5 modules might also be possible.

If I read the lore correctly, Ogre vehicles in general aren't serviceable to begin with as parts are cast directly into the solid BPC armour. So they're worse than Macs.

They're like those old potted power supplies.

androidarts,
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@isaackuo There's jump sequence in this old animé ("The Third"), but I'm not sure how it's achieved.
https://www.youtube.com/watch?v=ut71Sxyy98U

I think water jets might be preferable for getting unstuck. Maybe combined with small explosions for clearing problematic topsoil mud out preemptively

androidarts,
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@nyrath I guess if you have a fantastic material like BPC already; an abundance of "clean nukes"; no inhibitions, it would be tempting to just go for it. But you'd need a way to take off and detonate a bit away from the bottom in order to not splay out the tracks with a radial blast... bore nukes detonating underground, perhaps? Then hefty track suspension can partially work like on the Orion.

I'm imagining a scene where an Ogre, supposedly blocked by mountains, comes boom-boom-booming over.

androidarts, to random
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More Ogre stuff. Not sure what the scale are, since it varies a bit between drawings, minis and 3D models... as do the designs of the side silhouettes and drawings. Apparently there are ninjas in the game. I imagine they're only useful for taking out other infantry, and maybe some kind of OGRE sabotage with sticky bombs?
Added a Stridsvagn 103 GEV for fun. Rifle is from a single drawing, as is the antennas, Winchell Chung did much of the original art back in the '70s.

androidarts,
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@nyrath I could see these being vulnerable to small arms fire and shrapnel, but thinking about it, maybe the skirt is compartmentalized, and constantly inflating.

I wonder if they get stuck going over a trench on land. Some WW1 tanks carried a little bridge or logs they could toss out under the tracks... maybe something like that could work.

androidarts,
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@isaackuo Thinking about the issue with trenches, a good design might be a tripod or quadcopter/drone... but one which stays stuck to the ground. If the arms are movable then it could have constant ground contact pretty much, and could perhaps even walk.

O O
X
O O

Otherswise, it might be possible to use a continuous skirt but with compartments for tilting.

androidarts,
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@fnordius @nyrath I really need to read up on the setting. Sounds like it's closer to the Rifts TTRPG then, if they can shrug off nukes and whatnot?

Visually the units in Ogre are all quite unique and not just standard tanks with some cool panel lines, so that alone is interesting enough to work with when doodling.

Apparently the Ogres were maybe going to be spheres early on... something which the Heavy Object animé later went all in for.

androidarts,
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I don't know if these would have whipple shields or panel lines. The lore apparently states that stuff is often cast in solid bi-phase carbide blocks along with cabling and devices. So maybe no repair hatches and modules. But if BPC has a density of 1.55, then it might make sense to leave some air pockets if stuff needs to float. Separate layers/scales of BPC might also make sense if it tears and unravels as suggested.

androidarts,
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Some rough calculations for Ogre length, assuming a cube to model ratio of 2.5 (estimated by sloppy clay model, but the ratio is usually 1.75-3 for chubby things) and a density of carbon fiber, 1.55. I think tanks have a density of around 1, with most other vehicles being below, towards 0.1, mainly due to crew and cargo pockets (AI Ogres might be more solid, but overboard density might make them sink).

(Cube root of ( 2600 Tons / 1.55 )) * 2.5 = 29.7M
2300T = 28.5M
1850T = 26.5M

androidarts,
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Added a little Vickers light tank Mk5 for scale reference, and rescaled some stuff.

I think I'd prefer for the vehicles to be kind of normal-sized so the Ogre appears larger, since that's what some of the old art did, with the light and heavy tank parked in front of an Ogre. Also, normal-sized tanks gives a point of reference and it's the Ogre that's the star of the show. I do like that square turret superheavy tank though.

Do tank turrets make sense in Ogre with only one target far away?

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