Something a little different today, some beta footage of the AM dev engine being tested by Dagger/Rusty. This is test footage of the AM Engine applied to an existing Aftermath install. The engine is being stress tested in various forms of Legacy (stock, existing Aftermath installs, Battalia Requiem and other mods) and over a wide variety of systems ranging from laptops, low end, mid range and high end. Also testing are XP, Vista and Windows 7 compatiability testing. Daggers footage is from a Windows 7 machine.
Post Merge: 10 May 2010 10:45 AM
Instead of having development of Battalia Requiem 'hidden away', I want to break from the traditional aspects of modding and have everything out in the open. Artwork wise not code wise. Ive worked on many mods and the visual elements other than ships and environments is something that is kept hidden until time of release. Alot of the time the player never gets to see the development process of said artwork (interfaces, transition screens, story-board concepts etc). Ideas too, that will be out in the open more too. Its one way of showing growth and gives the players a chance to see something grow from an idea to in-game. They will see the whole process.
Today I started working on my transition screens for Battalia Requiem. These are also more known as loading screens. Something I have been wanting to do for last couple years is build a more seamless transition process. The guys who worked on previous Aftermath releases know of it too and some of the ideas that were being thrown around for it. The transition screens are an area of Legacy that very little thought gets put into it as mainly no one really knows what to do with them. Even with Aftermath we really didnt know what to do with them.
Below is the first concept of Battalia Requiem's transition screens. I want this area to focus on the region where the game is set: the Berratta Verge. Some of the ideas I have for it have come from other games and also some real things like Vegas and K-pop/J-pop. With games like Mass Effect, the main worlds are all different and have their own distinct look the ones I most interested in are Illium and Omega from Mass Effect 2. The transition screens for Battalia Requiem I want to set up in sort of like a travel brochure for each system but with that 'Vegas glitz' like look to it. With the K-pop references, the music videos of alot of the K-pop artists are very slick and high impact. Over the coming months I want to build a working prototype that combines these aspects. The look also mimics the interface so everything must tie together. Below is a text sample that I want to use:

With Battalia Requiem, once you start seeing it come together you soon realize there is very little ST influence in the game. Its just something Ive found over the last few years working on not just Aftermath but all the other mods Ive worked on too, ST is overdone. I want to put out something fresh.
Battalia Requiem is essentially a Star Trek game but it wont have that usual Star Trek feel to it. It will be a very different realization of the brand. Its a very big risk to break from tradition but you cant move forward if you dont take the risk.
Once the write up for Battalia Requiem is out everything becomes clearer but it will also put a big question mark over the BC version of Aftermath...