What environment would be best if there was a game with custom-built player vehicles of any size and with any amount of...

What environment would be best if there was a game with custom-built player vehicles of any size and with any amount of players onboard (who would probably be robots)?
I've found two important parameters which massively affect gameplay and aesthetic, and I can't seem to decide on what's best.

Parameter 1: Accessible floor or not?
>benefit of environments where anything that goes down is virtually unreachable:
Players won't shoot absolutely everything in sight like a tryhard, because there's no reward for it.

>benefit of environments where there is actually solid terrain:
Allows the environment to have interesting detail to it, and things which go down will be battled over, adding a natural FPS-like aspect to the game.

Parameter 2: Density of the medium?
>benefit of environments with dense mediums (water):
Realistically-proportioned submarines look less ugly than realistically-proportioned airships; the game can stay realistic without requiring a huge balloon on everything that floats.

>benefit of environments with thin mediums (air):
More diversity in types of movement, since there is a reason to choose between flying, floating, and walking/driving; floating needs a huge balloon and can't go fast, flying uses lots of energy but is fast, and walking/driving is efficient and slim. In water, everything would just use stay as light as the water and propellers.

You can go ahead and try to make this thread again without an awoo for the OP, but I remember last time. This time won't be any different.

Why post Drossel's legs?

Did somebody say robots?

...

...

TL;DR

i want to fuck those legs

...

Why is she so perfect?

...

Built for sex.

tl;dr: I need an environment that has the correct effect on both aesthetics and gameplay.
Not having accessible land below everything is better for gameplay.
Solid terrain is better for aesthetics.
Water is better for aesthetics.
Air is better for gameplay.

I have been curious abouth how to make robots that have a sexual appear without being too human like.
What makes a robot sexy?

...

I'm not a game designer, so I cant help you with the environment thing. But stop by the /aco/ robot thread if you wanna learn more about the robogirl appeal .

I dunno probbly up

this kills the thread

>What makes a robot sexy?
cyberlegs

Why isn't this thread swarming with idea guys?
I thought people loved to obsess over airborne/aquatic aesthetics.

Because the op used an image that's more interesting than the topic he wants to discuss.

But the thread would just go straight to page 11 otherwise, I've tried the thread with other OP images.

we need more drossel

Dont make the OP so optuse and difficult to tell the point of the thread. People need to see it in the catalog and know what it is.

As far as the question goes vehicle ased combat games are notoriously difficult to make without just copying real life. So if youre going for realism wny not multiple types?

If your ignoring realism I would say air with floating pockets or water to hinder accuracy and movement, works as cover and also lets players either dive into the thinker medium where your slow but safe or stay away where everything much more agile.

Good luck making projectiles work through different mediums though.

BTW this was also me
and I was here last night/morning too with the same image.

Just needed to sleep and think about it for a while but there are too many variables for normies to give you an answer.

Where are the other armchair developers at?

Feminine features.

If you use a lot of solid land you're gonna have to work harder to make land vehicles work properly, right?
You might have to work the physics behind suspension and all that jazz so that vehicles don't kinda just slide/hover around the terrain like in From the Depths or Starmade.
If you stick to water/air/space you're gonna have a much easier time getting those things moving, aren't you?

>Wanting idea guys without a skill to contribute
Disgusting.

Robots are for ____

customizing

Not very difficult at all if there's only one medium, fluid dynamics are highly simplified so that particular parts will interact with the medium in a simple way (like how Robocraft works), and there aren't wheels.

Working in multiple mediums is difficult only when you have objects that are between two mediums, and even then there's a (very inaccurate) simple solution of having it so that an object behaves like it's in a medium halfway between air and water if it's halfway between air and water.

Becoming. Cast aside your outdated flesh and become perfect.

Fair point.
Though it's not the suspension that's difficult; what's difficult is collision physics.
A shitty collision algorithm is good enough for making sure two airships can't phase through each other, and players don't fall through the floor, but custom-built vehicles demand highly accurate collision detection that even takes pressure into account.

...

I'm not saying you shouldn't do land if you think you can manage, but it's probably going to be a bitch to get working at an acceptable (fun) level.
Try to find someone cooperative to work with if at all possible. Having a functioning, reliable team can save you an arseload of time and effort.
Regardless, I wish you luck if you're honestly gonna go through with this. It's nice to see people from here actually MAKE video games (before they end up selling out)

It would be very helpful to know someone who is more competent than me with WebGL and GLSL, but it's incredibly niche.

There are a shitload of people out there looking for portfolio experience who would probably be willing to work on a project assuming you've got your shit together.
Just make sure that, if you DO find someone to work with, that you maintain control over your own project, and that they are a trustworthy enough person.

And if not, going solo will allow you to improve yourself as long as you work hard and, more importantly, stick to it.

Sticking to it is the hard part.
Having to figure out how to use linear algebra to convert objects to clipspace coordinates is kind of discouraging, and I tend to get obsessed with trying to figure out efficient algorithms for something.

Hey, if anyone here is a graphics programmer, are there good alternatives to the old-fashioned mesh-rendering approach?
I've noticed that GLSL seems to be usable for rendering complex 3D objects with infinite mesh resolution, but it may or may not be applicable in a game.

Source?

Read the thread.

There isn't anything on the artist in this thread man.

Oh, thought you meant the robot.
Artist name is near the neck.

post more robutts

Someone modeled a Drossel just to give it a buttcrack...

Sexy Bionicles are better.

Thick Bioncles are best.

Damn straight.

You can go bigger than that

>any guides on making the bionicles like this? I will buy everything right the fuck now if there is a guide

...

Thick enough?

No

>turning into bionicle porn thread
wat

That isnt that much of a jump considering the ancient rule, never start a thread where the unrelated photo is more interesting than the topic

I didn't know this was a thing nor did the thought occur to me.

I know the R34 know no bounds but....fuck.

>What makes a robot sexy?
You already fucked up.

We're humans, us finding robots sexy involves the parts of a human woman that are sexy.

However, in this case you must write off any feminine human parts that rely on organics (I.E squishy breasts, long fluid hair, flexible skin, etc.)

This leaves you with things like:

- Bone structure. Wide hips, narrow shoulders, narrow waist, defined (not necessarily "strong" or wide) chin, small jaw-cranium ratio, small hands and feet.

- Mechanical parts. No bendy tube legs and arms, so visible mechanical joints in the elbows, knees, and other major points of flexion are encouraged.

- Plates. You still want things smooth where it counts. Upper and lower arms, thighs, lower legs, face, back, chest... basically any part that doesn't flex or bend too much on a human should be made of plates. You don't want to go all-plates though. Then it's just perfectly smooth and may as well be a painted human. Plates can be matte, but look more "feminine" when glossy.

- Face. You want to go VERY inhuman here. This, if nothing else, should be the primary indicator that this is a robot and not a human. It's all about "less is more" here. You want to avoid making robotic eyes, nose, mouth, ears, and all that shit. A simple full-face visor will do. Just an eye vent, or just glowing eye lights work too. Here you can make the eyes as big an animu as you want, but keep them one solid color. No pupils or eyelashes or that shit. No mouths either. Even if emotional, voice should be echo-y and metallic, coming from within the body, not necessarily from the face.

...

...

- "Hair". Yes, you want to give your robot "hair", but obviously avoid organic or synthetic-organic materials. We want robotic. A long plate going down from the back of the head is nice. It mimics the silhouette of long hair well enough, and if it's on a hinge, it will swing around too. Cables extending from the top/back of the head provide more "strand-y" hair. Plate bangs and partings on top of the head are also nice so that your robo-waifu doesn't look like she's got a skullet, and you can experiment with different "hairstyles". Short "hair" made from a solid, molded piece of metal is the usual tactic here. You don't have to worry about it looking flow-y when a human's hair in the same style wouldn't be.

- Body language. This is the biggest one. If your robofu is all stiff and jittery like C3-P0 from Star Wars, it's not going to look sexy. This is where you can get as organic as you want. Sultry strides, swaying hips, feather-light touches and caresses, hair flips, bedroom eyes, cat crawls, running her hands down her body, looking back over her shoulder, etc. These are all good, and as long as your robofu LOOKS really robotic, then you can make her move as humanly as you want, and it won't break the illusion of robotness.

Hope that helps a bit.

SPACE

> /thread

>mfw it's only a matter of time before we get fully automated robot waifus

>Thinking robo-waifus will come before tactile-response VR waifus

THE RACE OF THE CENTURY IS ON!!

That's a lot of detail.
I had a face that's just eye lights in mind, like Spiral Knights, but that's meant by an eye vent?

Also, as for plating patterns, what do you think works best?
What Drossel does is have a single plate for every separate part which covers all area it can without clipping through anything else; but it doesn't look too good around the torso, feels a bit bland, and the plating is impossible to replace without dismantling the skeleton too.

Space is overrated.
>no environment-based strategies (like hiding in clouds) possible
>all ships fly in the same way, rather than there being tradeoffs like losing speed to gain floation
>as a result of the above two things, bigger and more powerful ships hold every advantage rather than having a balance between classes encouraged

>what's meant by an eye vent?
Just a horizontal slot (or several slots) where the eyes would be. The eye vent can light up when it talks, or remain dark and hollow, doesn't matter.

>as for plating patterns, what do you think works best?
Drossel's got some nice plating. Lack of clipping is key. I particularly like how even subtle "breaks" in the plating (see the knees) aren't just a 2D texture, like a black line, but are actually points where the plates separate during movement. For other examples of plating styles that look sexy, check out any of the robot-faced ladies from Phantasy Star Online (NOT PS Universe or PSO2), or EDI from Mass Effect 3. Courtney Gears from Ratchet and Clank is also good. They may tread the uncanny valley line by looking a little too humanoid at times, but it's obvious that they're robots, and they're sexy.

Looking at some other pics, looks like Drossel's simplicity of plating works nicely, though other than overlapping plating I just can't figure out a way to give her waist and belly plating, or even just belly plating.
Now I'm thinking though, what about some parts being made of elastic material, either transparent or a colour that contrasts with the plating?

Although having it in only some areas might look odd, and having it in all areas would hide any mechanisms.

...

...

...

Avoid elastic materials. You don't want anything stretchy or bendy.

For midsection plating, you could have the chest as one solid piece following the ribcage line, but with a v-like "beak" extenting from the bottom-center of the ribcage to the belt line. Like an inverted version of the ribcage's natural ^ shape at the bottom. Like, so that it's just two 45° lines downwards from the lowest ends of the ribcage to a converging point. You could then make the midsection beneath the chestpiece as two plates, side-by-side, together making up 2/3 of the midsection (excluding the chestpiece's v-point), with open mechanics at the back making up the remaining 1/3. As she bends her waist forwards, the two midsection pieces slide around to meet at the back, allowing room for the chestpiece to pivot downwards while keeping the all the plates (mostly) snug.

Just a thought, and perhaps a crude one, but you could make it work. The point is, use your imagination, but think of the robot as an assortment of chunks on hinges. These unseen (or visible) hinges don't have to make sense mechanically, but the chunks must be solid and collide with each other.

The V thing seems a bit unusual, but it is creative that the plating swings around to the back to deal with the issue of shifting surface area.

what the fuck

...

where's that sweater from?

Aren't they already banned in Canada?

So are there any good games that I can play as a robot?

The Tiny Clothes For Tiny Robots store

Portal 2 co-op, and that's about it.
Spiral Knights too maybe if you don't care about bad netcode and that you have to grind really hard to get good gear.

I wish I had the money to buy these figures. There would be so much hotglue

Played Portal 2 completely when it was released.

Is Spiral Knights worth getting into?

MORE ROBUTTS

...

Coolest concept I've ever seen for a game: The world is a huge clockwork system made of pieces of other worlds.

Poor delivery though. There are few levels and they're very similar to each other, with little content and mediocre design, so the exploring aspect of the game (which is canonically what you're supposed to be doing) is nonexistent, the only thing to play for is the combat which thankfully is somewhat fun and unique.

...

I want to cum on these so bad

not after you saw the price tag you wouldn't

>the poor robo that isnt getting its crotch any attention

they're worth it.

Fucking 3D Printers stop being shit already

keep posting these they're great art references

>bought a 3D printer a couple years ago which I still haven't gotten working, because it had loads of flaws
If you stabbed me with a pickaxe enough you'd earn a decent wage as a salt miner

...

...

...

Got any of her with the cape?

...

...

...

...

...

>This thread

...

...

...