@ak-73: Many of those ideas sound interesting, and I definitely agree about contrast and how important light and shadow are to making compelling space environments. The dark side of the moon should be really, really dark. Also stark shadows on space stations, etc. a la 2001.
If you had any footage you could share of your twinkling star-field, and other work, I'm sure we'd all love to see it. It sounds cool.
Okay, I uploaded a video of a Space Combat Game I started to code years ago. Prepare for a bit of programmer's art and all. Plus it's Work-In-Progress too.
So let me just point out: It's not a demo, it's not in anyway a professional work of art. The models, textures, etc. look better in ED teasers than in here.
I am not even trying to compare, okay?
The point of this vid is rather to give you guys an imagination of what might be possible if one was to combine the highly polished textures and detailed models of ED with some of the stuff I have been experimenting with here. And to give the whole thing a bit more of polish (my game would really benefit from HDR, as you will see)
When watching this vid, please keep in mind that the main ship model, you'll see is actually untextured (!) and has about 500 polygons for the hull, most of them not even really visible.
https://www.facebook.com/photo.php?v=331265366988509
There's of course a number of things wrong with the engine, Im aware of that. And I also exaggerated the starfield twinkling to make it more visible (its visibility depends also actually on whether you look towards the sun or not).
The pronounced lighting itself is
addictive, I can assure you. Just watching the glow, the glare, the reflections... like taking a bath in the sun.
But more importantly, why I am bringing this up: this visual style allows for continuation of the Elite brand of spaceships... simple forms. With proper lighting of highly reflective surfaces, you don't need a high polycount. Even a relatively low poly Viper or Sidewinder would look good. You don't need (but can have nonethless!) too much detail. Big, flat surfaces are good, as you can see in the demo. Now smoothly-shaped curves would also be good regarding reflection.
But the point is: to me it's not about texture quality or polygon count, leave that to other games. It's about the lighting and post-processing effects you can squeeze into the frame count.
Alex
tl; dr = Elite should be different. The normal visual style of Wing Commander has played out. We have seen that too often. I think Elite should go the way of less polygons and less hi-res textures and more lighting effects.