alejandro.anguiano
08-16-2010, 12:11 PM
I'll be posting my work here
alejandro.anguiano
08-28-2010, 04:31 PM
Here go two concepts for the Agesipolis guys :D
I would really like to get feedback on the shapes and details specifically that you like or dislike for this type of ship.
-Thanks,
alejandro.anguiano
08-28-2010, 04:33 PM
Hey guys so here are some other "roughs" that i scanned for some of my thought patterns. If you want could you as well take a look at these and if you see anything you like let me know so i can further incorporate them in my concepts :D
-Thanks,
alejandro.anguiano
09-05-2010, 11:23 AM
I'm liking where it's heading!
kohldude
09-07-2010, 05:08 PM
These are great, but there is already a finished design for the Agesipolis.
http://www.gamestepper.com/forums/attachment.php?attachmentid=36943&d=1266024951
http://www.gamestepper.com/forums/attachment.php?attachmentid=39654&d=1268456703
Your first two designs are wonderful but they don't really fit with the established visuals of the Aeran race. They do have some of the aspects though, such as the "fins" on 2 and some of the organic/smooth/flowing shapes on both. These two might be better suited on a different race than the Aeran Ascendancy
I would say that your third design is very close however and would only need minor to moderate revisions to fit in well, primarily in the department of symmetry, making it trilateral. In fact, the slight differences in aesthetics could be a good trend for changes in their ships after lessons learned in the R'laan wars (after it takes some more influence from the established visuals).
The general shapes of concept 2 feel like they best fit the R'laan, although of course the specifics of the subcomponents and surface detailing don't. If you nixed the large section sticking out of the bottom so the whole thing had more of a linear "tube-ish" design it would fit in better, but it still needs more organic plane changes for the attachment of external components (it already has some very nice plane changes in the primary hull though).
Number 1 has nice smooth plane changes, but the panel lines are too prominent and too numerous. It feels the least Aeran of the three. Although their construction isn't truly unibody, they do use as few pieces as possible and they really like to hide the seams so that it at least looks unibody.
But as I said, since there is already an Agesipolis, I would suggest that you read the Aeran fleet makeup page (http://www.7kelvin.com/portfolios/Aeran-Ascendancy-portfolio/fleet-makeup) and look through the descriptions of other Aeran vessels and possibly adapt your third design to one of them. (Some of them have more thorough descriptions than others.)
In general I suggest that you closely read through the Aeran style guide (http://www.7kelvin.com/files/Aeran_style_guide2.pdf?attredirects=0), associated text (https://docs.google.com/Doc?docid=0AWzzC2bo-2FxZGd6cnJ3cl84Z3p6cHB2ZjU&hl=en), and these two threads:
http://www.gamestepper.com/forums/showthread.php?t=3912
http://www.gamestepper.com/forums/showthread.php?t=4031
You should also skim through the Vega Strike Universe Lore (http://www.cse.ucsd.edu/%7Ejsampson/VSU.pdf) and the game design doc (http://www.cse.ucsd.edu/%7Ejsampson/ColdestSea.pdf) (although there is some redundancy between the two). Of course, the sections you'll be most interested in are the Aeran ones.
Basically everything on the resource page. http://www.7kelvin.com/portfolios/theresourcelist
Pay close attention to Jack's (http://www.gamestepper.com/forums/member.php?u=3011) posts in the above two linked threads as they are long and informative, but more importantly, he is the one who comes up with the descriptions for all of the spacecraft and equipment (they're his brain child), so see what he agrees and disagrees with. Unfortunately he is busy writing his dissertation right now as I recall, so he isn't available much to give feedback here at the moment. Regardless, you might try sending him a PM.
And finally, you should read through this:
http://www.projectrho.com/rocket/
It might possibly destroy your love for all things science fiction, but it tells of the harsh realities of what it would really be like to design spacecraft. Vega Strike isn't quite this hardcore about realism in design, but it does take a lot of science from reality, like needing balanced mass, needing thrusters pointed in all directions, the realities of heat radiating in space, material strengths, etc.
Common misconceptions (http://www.projectrho.com/rocket/rocket3at.html).