Started working on some ideas for how the buildings might look for player bases. I tended more towards the mindset of them being something that could be dropped in onto any terrain before being removed at a later date given the mobile nature of the player faction. I wrote a longer rant on my ideas here and went into some more depth as well.
Either way, here were a couple of the ideas I blocked out. Found it to be ideal since unlike animation or more detailed rigging or stuff I could just sit down and make a quick addition here and there in a couple minutes when I had a little to spare. So, here's the ideas for main central hubs/styles I did so far.
Triangular, it's rough and durable looking. Entrance on the bottom and top to get in, with two levels inside. Upper level has quarters and living stuff, bottom one has supplies and basic frame/equipment stuff, as well as three doors (one on each side) to be connected to secondary buildings.
Boxy, so far the least happy with this one, though it's probably the most practical of them all realistically. A simple mostly rectangular building that has a giant door on one side for vehicles/frames/whatever to enter (a ramp would drop down on spawn). Inside the far back from the entrance has a the main rooms, with two floors and some gantries going around the hangar area on the second ones level. Also has three connection points for other buildings, one on each side of the hangar, and one on a rear right pathway on the far side going out the back. Also a place to jet out on the top from the second levels gantries.
Techy, largley going by the omniframe concept and the THMPR as all I have to go on for their visual style I noticed for many areas they use longer pointy or curved parts with a few smooth areas (like the ankles and thighs on the omniframe) so I made a building with that in mind. Still using the whole dominant idea of hexagons and stuff as well.
Has a lift on the bottom center module for getting in and out. From there you can go to the first floor of each of the modules, each of those then going to the second or out a door on the far side to another building. On one hand it's got the cool hanging from the giant legs look that with some more refinement will remind me a lot of the massive drill in Thump Dump, but on the other hand it's legs are just so large that it starts to look a bit less practical/excessive for a building.
Oh well... thoughts? Ideas on what you like, what to do with them, or other things to try?
Either way, here were a couple of the ideas I blocked out. Found it to be ideal since unlike animation or more detailed rigging or stuff I could just sit down and make a quick addition here and there in a couple minutes when I had a little to spare. So, here's the ideas for main central hubs/styles I did so far.
Triangular, it's rough and durable looking. Entrance on the bottom and top to get in, with two levels inside. Upper level has quarters and living stuff, bottom one has supplies and basic frame/equipment stuff, as well as three doors (one on each side) to be connected to secondary buildings.
Boxy, so far the least happy with this one, though it's probably the most practical of them all realistically. A simple mostly rectangular building that has a giant door on one side for vehicles/frames/whatever to enter (a ramp would drop down on spawn). Inside the far back from the entrance has a the main rooms, with two floors and some gantries going around the hangar area on the second ones level. Also has three connection points for other buildings, one on each side of the hangar, and one on a rear right pathway on the far side going out the back. Also a place to jet out on the top from the second levels gantries.
Techy, largley going by the omniframe concept and the THMPR as all I have to go on for their visual style I noticed for many areas they use longer pointy or curved parts with a few smooth areas (like the ankles and thighs on the omniframe) so I made a building with that in mind. Still using the whole dominant idea of hexagons and stuff as well.
Has a lift on the bottom center module for getting in and out. From there you can go to the first floor of each of the modules, each of those then going to the second or out a door on the far side to another building. On one hand it's got the cool hanging from the giant legs look that with some more refinement will remind me a lot of the massive drill in Thump Dump, but on the other hand it's legs are just so large that it starts to look a bit less practical/excessive for a building.
Oh well... thoughts? Ideas on what you like, what to do with them, or other things to try?