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Author Topic: Aftermath: Battalia Requiem  (Read 16849 times)

Offline BLZBUB

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Re: Aftermath: Battalia Requiem
« Reply #40 on: 19 December 2010 01:20 PM »
 Although the overall look of this Akira is ... stark!; I wonder why the nacelle's are square blocks. Any way to round them off? So to speak?
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Offline tjoz_aftermath

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Re: Aftermath: Battalia Requiem
« Reply #41 on: 19 December 2010 09:50 PM »
The Akira only has its spec and glow maps on. Its bumps and normals are empty so I can see where everything is on the ship. As for squareness of the nacelles, that is how it comes stock. The texture work covers it up a good deal but they still squares. This Akira will have a minimum look. Detail will only be put where it is needed and the textures themselves wont be overloaded with unnecessary detail. I am making changes to these ships so they look good in environments and not for a ship select screen.

The AM Akira has more of a ghost like look to it. Similar detailing techniques to the AM Sovereign.


Offline tjoz_aftermath

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Re: Aftermath: Battalia Requiem
« Reply #42 on: 20 December 2010 01:58 AM »


Another new system made in the second dev cycle; Hysan Rift is a twin start system. The system has a unique feature where it can send pulse lights through the nebulae band to each of the stars depending on where in the map you are. The pulses can mainly be seen from the Southern end of the system towards coming down from the northern star. The southern star has moons orbiting it which is tied to the story mode for Battalia Requiem.

As of now, I am no longer working on the ST material for Battalia Requiem. In the new year will make decision on what is going to happen to the ST material. At the moment, the only relevance ST has to the AM Universe is the last part of the story line from Aftermath 3.0 which the release was canceled over a year ago.

Offline tjoz_aftermath

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Re: Aftermath: Battalia Requiem
« Reply #43 on: 23 December 2010 12:47 PM »


Here is a concept of how the system select screen may look like for the Battalia Requiem release. The concept does away with the old scroll based system and replaces it all with a more physical approach to selecting your system. The select process is video based in concept form, roll over the sector and a short video of that system will play in the top right corner. There are a few parts of it that are different to the normal Legacy system/game type select screen. The goal is to show how else the Legacy engine can be presented other than staying within the confines of its current layout.

The initial interface concept is the same one from the TLG 3.0 main menu concept both Accurus and myself were working on a few years ago. The application is different between TLG and AM but there was a prototype built a few years back when we were playing around with a proto version of a video interface.

Offline tjoz_aftermath

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Re: Aftermath: Battalia Requiem
« Reply #44 on: 07 January 2011 10:18 PM »


With the second dev cycle now officially finished, Battalia Requiem is getting close to its first full beta stage and closer to its actual release. The second dev cycle was a little quieter than the first one as it covered the holiday periods and generally the last few weeks of the year are usually pretty busy. New concepts were brought forward and work begun on existing concepts first shown in the first dev cycle.

There were very little changes made to the AM game engine during this cycle. Apart from a few adjustments to the glow and gamma settings not much work went into the engine as I am getting closer to a final version of the AM engine. At this stage the engine is getting towards its final stages; any further work to be made to the engine will result from extensive stress testing. The AM engine itself has been in development for around 16 months of heavy changes and extensive testing so the next couple dev cycles should see the completion of the AM engine.


The Berratta Verge saw the next four systems officially announced. The systems that made final release are Esio, Hysan Rift, Nullabyron and Whyr Garraan. With half the Berratta Verge now officially announced, the remaining eight systems will all be announced during the third dev cycle. Once the entire locale has been created then the mode specific versions will be created. With the entire game locale all being present in each and every mode it enhances the story telling elements of the final product. Although all the systems will be finalized in the next dev cycle; all the systems are not in their final form. At the moment the systems are in their ‘bare bones' state. In total to date, there have been just under twenty maps created for Battalia Requiem and only eight have made the official release. While some maps are purely test maps, others have been full fledged systems. The full fledged systems that don't make the grade will be released throughout development.

The next part that has slowly taken shape is the new interface; both the main GUI and the in-game interface. The entire interface will differ greatly from all previous Aftermath releases and other mod offerings within Legacy. The main GUI is being developed as a ‘structure-less' menu system; with no clear buttons it has a very minimal look. As there is no need for an over-the-top interface system; the whole interface is being kept simple yet effective. This also improves interface transitions and performance. The in-game interface is currently undergoing potential new layout configurations and new concepts are being developed to maximize feel during gameplay. The new interface (both main GUI and in-game) should be finalized in the fourth dev cycle.



With all other areas progressing at a steady pace, one area which has been less positive has been the Star Trek components of Battalia Requiem. As Battalia Requiem is the first release to exist within the Aftermath universe, there has been a lot of difficulty in getting Star Trek to fit inside the Aftermath universe. The original concept for Battalia Requiem was to be everyone's first look into Aftermath as a new IP. During this concept there was no use of Star Trek assets. Over the last year there has been growing difficulty in changing the ST assets over to AM assets without completely alienating them in the process. As the ST assets people know for over 40 years and to turn them into something different without alienating them is difficult. The storyline that was developed to tie Star Trek to Aftermath would have alienated the entire Star Trek fanbase and broke away from the traditional feel-good story lines that the fanbase are used to seeing (aka good guy beats impossible odds against hell-bent enemy). The story line was the one for the cancelled Aftermath 3.0 release with AM assets being introduced throughout (such as the Arbitor and Mynnon races) as the Star Trek races were basically in apocalyptic mode. Apart from the story line, there was great difficulty in turning the existing ST races into AM assets; the ships were simply not working out. Around mid December all work on the ST assets stopped. Unfortunately, all the ST assets will not make the release. Battalia Requiem will release with no Star Trek content. It will stand completely on its own.


With development of the AM assets going from strength to strength and development of the ST assets going nowhere; the decision was made to drop all Star Trek assets from Battalia Requiem and go ahead with the original plan of having Battalia Requiem exist entirely within the Aftermath Universe. The ST assets just would not work with the final outcome. Having spent over a year working on the ST assets and to have them dropped from the product does suck as that was a good 12months of work down the drain. That time could have gone into developing the AM assets further.

At this stage I will not put in concrete when Battalia Requiem will be released. There is every chance it still can make a 2011 release but I won't push for it but realistically you're looking at another year of development. There is no team building the release; it's all one person so far. Battalia Requiem will be released when its ready. Currently three races will debut in the first Aftermath universe release with each one being announced when the time comes. Unlike Legacy, Battalia Requiem won't have a need for era's so building the AM races won't take as long as expected.

Concept artwork for the new races will appear throughout dev cycle three and beyond. In the meantime, footage of the ST assets will continue as placeholder content.



Offline tjoz_aftermath

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Re: Aftermath: Battalia Requiem
« Reply #45 on: 22 January 2011 12:05 PM »
With things now moving ahead into the third dev phase of Battalia Requiem; this dev cycle is where bulk of the work nears completion. With the remaining systems being built to make up the Berratta Verge, the new interface and in-game interface heading into their final stages as well as all the groundwork for the AM races this dev cycle will most likely span 6-8months. With the departure from Star Trek; all the previous shown ST material will be released shortly in the form of Aftermath 2.5. Before AM 2.5 is released there will be another couple BR reject material released prior. The AM engine will not be released in AM 2.5.

First info heading into the third cycle is interface progress. Over the last two dev cycles everyone saw how the interface was shaping up via a few concept shots and teasers released over the last 12months. The interface is a huge departure from previous AM interface designs and other Legacy mod offerings by keeping things as simple as possible. The interface is very minimal at this stage and will only have subtle detailing; the goal is to have a slick interface that has performance in mind and not flashy over-the-top designs. The origin of the new interface is where things are very different... Unlike other mods where the bulk of the interface design comes directly from Star Trek; Battalia Requiem's interface comes from a very unlikely source completely removed from the whole Sci-Fi universe. The interface comes from K-pop. More specifically the bulk of the main interface comes from ideas shown in the following music videos from SNSD (Run Devil Run) and T-Ara (I Go Crazy Because of You).

While design cues are more easily picked up from the SNSD video (the black and white minimal theme), the detailing comes from T-ara's music video. The main white interface is directly sourced from SNSD while some of the detailing and emblems have come from a few more artists within K-pop; especially when creating logo work for the three races. Below are some of the interface concepts and the two main videos for you all to spot the similarities.

Girls' Generation(소녀시대)_RunDevilRun(런데빌런)_MusicVideo(뮤직비디오)


T-ara - I Go Crazy Because of You (내 때문에 미쳐) [HD] (Eng.. Subbed)








The interface also extends to outside of the game too; the promo shots that have been shown over the last 10months all had the interface in them


Offline tjoz_aftermath

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Re: Aftermath: Battalia Requiem
« Reply #46 on: 03 February 2011 06:28 AM »


First system to come out of Dev Cycle III is Haru. Haru is still in its pre build stage but already has twin belts passing throughout half the system. Haru is a system that belongs to the Kyzral race. Unlike the Arbitor and Hyrogan races, the Kyzral have only a few dozen ships in their fleet; two thirds of that fleet being non-combat oriented. Haru is close to the Hysan Rift, Esio and Des Neros systems and forms part of the Sector 1 cluster of the Berratta Verge.

The Kyzral race were almost wiped out when their home system was invaded by an enemy that has long left the systems of the Berratta Verge. The Kyzral are a non playable race in Battalia Requiem and have no combat roles within the game. They are a trader fleet primarily.

Offline tjoz_aftermath

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Re: Aftermath: Battalia Requiem
« Reply #47 on: 13 March 2011 12:14 AM »
There has not been many updates on progress as lately I have been flat out with other things and had no time to work on Battalia Requiem. I was suppose to have released Aftermath 2.5 last month but had no time to put it together so hopefully over the next couple weeks I can put it together to release it.

As for Battalia Requiem, I will be pulling the engine back in for work. It was finalized in early February but since then have had other ideas I want to try out (graphics and gameplay wise) so will be bringing that back in for more work. I pretty much pulling Legacy apart and rebuilding it. Its the only way how I am going to get what I want. Scale is another area that will be tested. With one structure being around 20km long I do need to work on some sort of scaling. The biggest structure in Battalia Requiem is the Skybridge. Its a Citadel like structure that was used for transporting a race but has since been turned into a permanent starbase.

Races still not finalized as to who are going to be playable and who arent. So far the Arbitor and Hyrogan races are set as playable races. The Mynnon race I am undecided on if they should be playable or be a NPC race or merge them in with the Arbitor race. There are only going to be 3 playable races.


Offline tjoz_aftermath

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Re: Aftermath: Battalia Requiem
« Reply #48 on: 27 March 2011 02:32 AM »
Been a while but I am putting Battalia Requiem on hold for the moment. It will still be going ahead but at the moment I have no time to work on it at all.  With the races, I am still at 2 confirmed playable races (the Arbitor and Hyrogan races); a third race is still unkown. The Mynnon race is now an NPC race. One race fleet has been designed but no idea who it will be for.

Maybe in a couple of months things have died down enough for me to get back to working on Battalia Requiem. At the moment I do not have the time to work on it. I havent even had enough time to package up Aftermath 2.5. So late April/early May things should start back up again.

Offline tjoz_aftermath

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Re: Aftermath: Battalia Requiem
« Reply #49 on: 27 April 2011 02:16 AM »
Development is slowly starting back up for Battalia Requiem after the break taken. The 3 playable races have been decided and will bring them out in next major news for the release. The entire Berratta Verge has been finalized with the remaining 6 systems just needing to be built. There are a total of 16 systems but one is not a conventional system.

Here is your first look at one of the final systems to make up the Berratta Verge; Darrakor. This system is still in proto stages but is one of only 3 systems that will have one of the remaining Skybridge's. Darrakor is also the catalyst for the story arch; the whole storyline kicks off from something that happens in this system.



The Skybridges more on them will be explained later on but they are massive structures. You find out why they were built and why some are still in the Berratta Verge.