Glen Miles
08-19-2010, 02:12 AM
And this is where I'll be posting my work.
Glen Miles
08-27-2010, 07:07 PM
Here's a little something to hold you guys over for now, my first take on the Leonidas Model Dreadnought. Going to render over these in photoshop and post them up as soon as I finish.
Glen Miles
09-06-2010, 08:11 PM
Beginning the revisions on the Leonidas.
kohldude
09-07-2010, 04:40 PM
I would suggest that you re-read the description for the Leonidas (which is unfortunately not as thorough as it could be, but still good enough to extrapolate from when taking other information on the Aera into account):
http://www.7kelvin.com/portfolios/Aeran-Ascendancy-portfolio/fleet-makeup/leonidas
Your design doesn't reflect the description. It is a 6-kilometer-long skinny tube with lots of capital missiles (the size of small ships themselves) attached to the exterior of the hull along with 3 mass drivers that run the length of the ship, whereas yours appears to have a 1-man cockpit up front which would indicate a small fighter craft. It should be trilaterally symmetric, whereas yours is only bilaterally symmetric. Yours is missing the weapons listed in the description, as well as the massive/prominent radiators.
The first three ideas don't fit with the visual aesthetics of the Aeran Ascendancy (layered/tiered unibody designs, trilateral/hexagonal symmetries, teardrops, rose thorn, and hammerhead shapes) but I think they would probably be suited to, and work well with, one of the human factions. The revision is heading in the right direction but still needs a major overhaul to be brought in line with established designs (primarily because it is still only bilaterally symmetric).
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
And 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 to find common trends. (Some of them have more thorough descriptions than others.)
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).