hey everyone, im looking for people who make graphics to make some component images for a game project currently underway. the style im looking for is synonomous with sleek web graphics - plasticy looking buttons and such.
in order to properly convey what is needed, this post will first outline the game itself, then go into more depth on how schematics and their components are constructed.
anybody interested in working with me, please post a reply or contact me through any of the following:
MSN - strike_1337@hotmail.com (preferred)
AIM - chickenshtstrike
email - strike@fullsail.edu
about the game
--------------------------------------
the game project is a space shooter in which the player is able to create custom prototypes for his ship's weapons, shields, and engine using a schematic editor. in the schematic editor, the player is able to place components and wire them together.
when creating a new prototype, a nearly empty schematic is presented to the player - there are a couple core components that cannot be deleted, such as power input from the ship's generators and power output to the actual device (laser battery, shield generator, etc).
the primary goal for the player is, of course, to get the device to work in the first place. the secondary goal enhances replayability and allows for an incredible depth of user customization - since the player is designing the prototype from scratch, he also has the capability to make it perform however he wishes. in other words, a player can create a laser that fires a low-powered constant beam of energy or a high-powered but slow firing pulse laser just by reconfiguring the same basic components.
once a schematic has been designed, it can be installed into the appropriate device on the player's ship and is ready for use ( assuming it works, of course )
here is an example concept diagram that shows how a pulse laser schematic may be configured:
a basic rundown of the above diagram:
1) the player presses (and holds) the fire button - this begins sending a signal from the blue component labeled "Trigger" to the Relay
2) the Relay connecting the Power Generator to the Capacitor closes, allowing current to begin charging the capacitor; gradually raising its voltage
3) the VoltMeter continually tests the voltage of the capacitor and sends the value to the Compare
4) when the value from the VoltMeter is equal or greater than 600 volts, the Compare will send a signal to the other Relay
5) the Relay connecting the Capacitor to the Laser Battery closes, allowing the capacitor to instantly discharge into the laser, causing it to fire
6) the Capacitor will begin to recharge and the process continues until the player releases the fire button
once the schematic has been designed, it is easy to tweak the power/firing speed ratio by simply tweaking the voltage level used in the Compare. a lower voltage will cause the capacitor to discharge quicker but each laser pulse will be relatively weak.
how component graphics are composed
-------------------------------------------------------
as stated at the top of the post, i need graphics for the components used in the schematics. the diagram shows some examples of basic components that are needed, such as a Relay and a Capacitor.
however, im not actually looking for graphics for the components themselves; in other words, i dont want an image of a relay and an image of a capacitor. instead i am looking for decals; a collection of smaller pieces that are used to create the functional and decorative parts of a component.
here is an example of how a VoltMeter might be constructed from a component shape and a few decals:
again, please note that i am looking for graphics for the types of things identified in the picture. the actual shape of the component is created with a tool specifically designed for doing so, and the decals are layed on top.
there are several benefits from separating the component shape from the decals, versus having a separate image for each component:
1) consistency
all components will have the same style, providing a well-defined graphical theme. it is also much more intuitive to connect two sockets together that look identical - it just makes sense
2) filesize
reusing the same small images cuts down DRAMATICALLY on the amount of disk space and texture memory required to run the game
3) interactivity
when the player moves the mouse over a connector or a button, it can highlight (signifying that it can be interacted with). LCD screens can display dynamic text. video screens can have 3d graphics rendered into them. lights can light up.
here is an example LCD display, rendered in-game:
this display is actually comprised of three parts - the LCD backdrop, the green text (drawn by the game engine), and a glass panel overlay.
examples of functional decals
------------------------------------------------------------------
-connector socket
-LCD display
-small video screen
-power meter
-LED light
-knobs/switches/buttons
examples of decorative decals
------------------------------------------------------------------
-plastic faceplate
-exposed circuit board
-serial number panel
-vent
-plastic grooves
-screws/bolts
-warning labels (high voltage, volatile chemicals, radioactive, etc)
thanks for your time! comments appreciated and questions will be answered
in order to properly convey what is needed, this post will first outline the game itself, then go into more depth on how schematics and their components are constructed.
anybody interested in working with me, please post a reply or contact me through any of the following:
MSN - strike_1337@hotmail.com (preferred)
AIM - chickenshtstrike
email - strike@fullsail.edu
about the game
--------------------------------------
the game project is a space shooter in which the player is able to create custom prototypes for his ship's weapons, shields, and engine using a schematic editor. in the schematic editor, the player is able to place components and wire them together.
when creating a new prototype, a nearly empty schematic is presented to the player - there are a couple core components that cannot be deleted, such as power input from the ship's generators and power output to the actual device (laser battery, shield generator, etc).
the primary goal for the player is, of course, to get the device to work in the first place. the secondary goal enhances replayability and allows for an incredible depth of user customization - since the player is designing the prototype from scratch, he also has the capability to make it perform however he wishes. in other words, a player can create a laser that fires a low-powered constant beam of energy or a high-powered but slow firing pulse laser just by reconfiguring the same basic components.
once a schematic has been designed, it can be installed into the appropriate device on the player's ship and is ready for use ( assuming it works, of course )
here is an example concept diagram that shows how a pulse laser schematic may be configured:
a basic rundown of the above diagram:
1) the player presses (and holds) the fire button - this begins sending a signal from the blue component labeled "Trigger" to the Relay
2) the Relay connecting the Power Generator to the Capacitor closes, allowing current to begin charging the capacitor; gradually raising its voltage
3) the VoltMeter continually tests the voltage of the capacitor and sends the value to the Compare
4) when the value from the VoltMeter is equal or greater than 600 volts, the Compare will send a signal to the other Relay
5) the Relay connecting the Capacitor to the Laser Battery closes, allowing the capacitor to instantly discharge into the laser, causing it to fire
6) the Capacitor will begin to recharge and the process continues until the player releases the fire button
once the schematic has been designed, it is easy to tweak the power/firing speed ratio by simply tweaking the voltage level used in the Compare. a lower voltage will cause the capacitor to discharge quicker but each laser pulse will be relatively weak.
how component graphics are composed
-------------------------------------------------------
as stated at the top of the post, i need graphics for the components used in the schematics. the diagram shows some examples of basic components that are needed, such as a Relay and a Capacitor.
however, im not actually looking for graphics for the components themselves; in other words, i dont want an image of a relay and an image of a capacitor. instead i am looking for decals; a collection of smaller pieces that are used to create the functional and decorative parts of a component.
here is an example of how a VoltMeter might be constructed from a component shape and a few decals:
again, please note that i am looking for graphics for the types of things identified in the picture. the actual shape of the component is created with a tool specifically designed for doing so, and the decals are layed on top.
there are several benefits from separating the component shape from the decals, versus having a separate image for each component:
1) consistency
all components will have the same style, providing a well-defined graphical theme. it is also much more intuitive to connect two sockets together that look identical - it just makes sense
2) filesize
reusing the same small images cuts down DRAMATICALLY on the amount of disk space and texture memory required to run the game
3) interactivity
when the player moves the mouse over a connector or a button, it can highlight (signifying that it can be interacted with). LCD screens can display dynamic text. video screens can have 3d graphics rendered into them. lights can light up.
here is an example LCD display, rendered in-game:
this display is actually comprised of three parts - the LCD backdrop, the green text (drawn by the game engine), and a glass panel overlay.
examples of functional decals
------------------------------------------------------------------
-connector socket
-LCD display
-small video screen
-power meter
-LED light
-knobs/switches/buttons
examples of decorative decals
------------------------------------------------------------------
-plastic faceplate
-exposed circuit board
-serial number panel
-vent
-plastic grooves
-screws/bolts
-warning labels (high voltage, volatile chemicals, radioactive, etc)
thanks for your time! comments appreciated and questions will be answered
[ B A H ]
Bad *** by nature,
Hackers by choice
Bad *** by nature,
Hackers by choice