Hi, first post, be gentle please.
I would like to debate the visuals of Elite
angerous.
While certainly nicely looking, they're just not quite right for me. If you compare them to other space games, these kinda look samey because the engine delivers the same kinda flat spaceship surfaces.
If you go all the way back to the Traveller RPG (on which iirc correctly Elite was partially based), spaceship surfaces are highly reflective. Don't recreate Star Wars visuals all over again for the umpteenth time. We have all seen that.
Have a look at the illustrations in the Elite handbook. What we need is more Chrome. The surfaces of the spaceships need to glitter in the light of a Red Dwarf. The light of a near missle miss moving across the surface of a ship. The light of a nearby explosions bouncing off a surface of a ship nearly blinding you. There needs to be lots glare, at times even making hitting enemy ships hard. Polarized cockpit glass should be an upgrade.
What is right in the demos is the darkness, the shadowing. Combined with the reflective surfaces and the glare it would provide stunning contrast. Elite would be standing out from other space games.
Plus among the shadowing and the glare it would be hard for players to see the enemy spaceship in its full glory all at once. This is good. This makes players curious. Do you remember how curious you have been to see an Asp for the first time back then? Trying to see it from all angles?
tl;dr = To make Elite stand out visually (and be true to its classic sci-fi roots), the game needs highly reflective surfaces and the dark shadows of space contrasting each other severely. Visibility should play a factor in combat.
Alex
I would like to debate the visuals of Elite
While certainly nicely looking, they're just not quite right for me. If you compare them to other space games, these kinda look samey because the engine delivers the same kinda flat spaceship surfaces.
If you go all the way back to the Traveller RPG (on which iirc correctly Elite was partially based), spaceship surfaces are highly reflective. Don't recreate Star Wars visuals all over again for the umpteenth time. We have all seen that.
Have a look at the illustrations in the Elite handbook. What we need is more Chrome. The surfaces of the spaceships need to glitter in the light of a Red Dwarf. The light of a near missle miss moving across the surface of a ship. The light of a nearby explosions bouncing off a surface of a ship nearly blinding you. There needs to be lots glare, at times even making hitting enemy ships hard. Polarized cockpit glass should be an upgrade.
What is right in the demos is the darkness, the shadowing. Combined with the reflective surfaces and the glare it would provide stunning contrast. Elite would be standing out from other space games.
Plus among the shadowing and the glare it would be hard for players to see the enemy spaceship in its full glory all at once. This is good. This makes players curious. Do you remember how curious you have been to see an Asp for the first time back then? Trying to see it from all angles?
tl;dr = To make Elite stand out visually (and be true to its classic sci-fi roots), the game needs highly reflective surfaces and the dark shadows of space contrasting each other severely. Visibility should play a factor in combat.
Alex