Author Topic: Aftermath: Battalia Requiem (tjoz return to modding)  (Read 4800 times)

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #40 on: October 03, 2010, 07:24:25 AM »
Started working on playing with the warp effects and have come up with this one so far. I know what look I want to have but for time being playing around with it. The end result will be an effect that looks like it is damaging the surrounding area when ships enter and drop out of warp. This one is also testing out stronger bursts of light when you drop out of warp.



In other things, currently working out a new game mode for the release with possible MP...

Offline bankruptstudios

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #41 on: October 03, 2010, 10:48:13 AM »
I love all of this, rock on :thumbsup:
 


Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #42 on: October 04, 2010, 05:46:50 AM »
Here is a proto version of the Galaxy class. This is not the final AM version but a proto version where treatments and ideas get tested out on. This version is testing out possible Terran treatments and other effects.



The AM engine has had some more work done to it to bring in a more hectic styled combat system. As this work is a global effect, every aspect of the final product is in the process of changing to match the new work to the engine.

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #43 on: October 07, 2010, 02:44:51 AM »
Another promo shot today, this time the start of the ENT Borg transformation work. Below is the ENT Cube in its current form. It has had bronze hull treatment, an ice treatment effect and its glows altered to whitish/blue color. The ENT era Borg overall look is not finalized yet but so far am leaning towards a more 'smoother' look instead of the industrial look they have at the moment. The transition from the Borg in ENT right through to TNG leaves too many questions and there is not much linear progression apart from the shape of the ships so the potential for a very different looking Borg fleet is quite good.



Another issue is the Aftermath home site, http://theaftermathmod.star-trek-games.com/ . Just dont know what to do with it anymore. With ModDB covering all the bases, it leaves the home site with a big question mark. With the rate of progress and the amount of time needed to update the main site it does not add up. Its just how to make it work for the brand. Over weekend will look at other games at how their main sites are ran and take things from there. Might lock the site down for a month while I work on it but really do not know what to do with it.

With Aftermath across two games, whatever I do with the main site will have to be what works out best for both the Legacy and BC versions of Aftermath.

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #44 on: October 13, 2010, 01:33:28 AM »
Two things for today, a video and a download.

Video is footage of the new system Esio. Had the ENT era ships out on it and you get just over a minutes worth of footage. This is also the first video taken since the new updates to the engine were applied. The changes made to the engine are all process based changes; they are not blindingly obvious changes that have happened like changing the colors on a ship but the Legacy community might be able to pick up the difference.



Next bit is a new download; Tein Bessa. This map was made during Dev Cycle I for Battalia Requiem but I dont want it in the final release. The map has simply been made redundant by the more advanced maps that have come in since it was made. This is now the second bit of content that has been dropped from the Battalia Requiem release. The quality and content control for Battalia Requiem is very strict; if it dont fit with the overall image of the release it will be dropped. The goal is not to have the biggest download but to have a solid product.

Aftermath: Tein Bessa Download link

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #45 on: October 22, 2010, 04:47:33 AM »
For show today is one of the proto systems that have been created. Proto systems are a little different to the normal systems that are made throughout the dev cycle as they are usually just test beds for other features. This one will make the final release as a system called 'Whyr Garaan'. For initial testing, the map is being used to test out nebulae formations for use in atmosphere enhancements. The one in the map currently is the largest single object nebulae in an AM release with next to no lag. The final form of the system will not look how it currently is in the shot below but the lighting is finalized.


Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #46 on: October 27, 2010, 01:09:08 AM »
Work has begun on the mechanical parts of Battalia Requiem other than the main engine. The new artillery system that will replace the current weapons system. Its little tests at the moment before the major work is done for it. At moment effects are being tested both firing, impacts and overall feel. Physics are in the process of being applied to the artillery system and groundwork has been set up for vibration effects. The physics of the artillery system is something that has been tested on and off for a couple years, the first of the work was started just before Aftermath 2.0 was released. All the weapons will now have 'weight' added to them and force. Current tests are promising especially with the smaller ships. Its doing exactly what I want the system to be doing but in the most extreme of cases. So now its on to find why the little ships are displaying the behavior and how to control it so I can then apply it to every other ship. The new artillery system is a massive change to Legacy.

At the moment the biggest issue with it is implementation. I can either use the existing structure or rip everything out and start from scratch. Build the generic set then once Im happy with the results go in and start filtering out to give it variance and customized to each ship/race. I still deciding to have the new set up as a template set or have it arranged ship-specific. Difference between the two is the template set is similar set up to the upgrade system. Ship specific is similar in a way but each ship will have its own unique artillery set up.

The other areas are to bring in a more involved playing experience. In final form, the artillery system will be something unique to Aftermath. None of it will be canon and none of it stock. Staying canon there is no challenge in it as its been done before by countless modders as the end result is the same (what everyone has seen in the shows). No surprise to it. It will be a very different look to what people are use to with both Legacy and ST in general. The Battalia Requiem release has very little ties to Star Trek and that will be evident throughout the entire game.

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #47 on: November 06, 2010, 07:05:43 PM »


Here is the first look at the current build of the AM Sovereign. The ship has a gold treatment applied to her and various other treatments to highlight paneling. The combination of all the effects applied to the ship result in some unique lighting effects on certain maps like Nullabyron and Whyr Garaan. The shot is just a WIP, the deflector dish will be changed later on to a new version.

Soon will start putting together the first beta version of Battalia Requiem with content that are at the 85% complete stage and above for a test to see how everything is coming together. Currently the release is being tested in certain parts but would like to start testing everything together other than the build version where I make everything in. There is still a lot of work to be done but already there is enough content made to support a beta version.


Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #48 on: November 09, 2010, 09:05:16 PM »


Here is a few minutes footage of the current build of the AM Sovereign. Slightly different to the shot shown a few days ago, this version has had a little bit more done to its hull. In the video you get to see the gold treatment effect the AM Sovereign has and the metallic hull effect. The footage comes from the system Whyr Garaan. You also get to see a few seconds of the Galaxy R concept

Offline JimmyB76

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #49 on: November 10, 2010, 07:19:13 AM »
cool!! :D

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #50 on: December 10, 2010, 04:09:09 AM »
Here is some footage of the AM Galaxy R concept that was previewed a couple months ago. This version of the Galaxy class will be released shortly as it will not appear in the final release version of Battalia Requiem. The Galaxy R is a concept of possible Terran and Arbitor race treatment effects. The Galaxy R that will be released will be slightly different to the one shown in the video; the footage was taken a month ago.


Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #51 on: December 16, 2010, 04:05:15 AM »
Now you get to play with the Galaxy R Concept. This download is a little different to the other two that came out before it; this ship will look different if you place it in Battalia Requiem. I left certain things out on purpose for the download as I dont want some parts of BR being out a whole year before release. To have the Galaxy R playable in Battalia Requiem all you will need to do is put the odf file into the Battalia Requiem install.



Aftermath: Galaxy R Concept (Battalia Requiem Reject) download link

Compatiablity: Legacy and these mods (Aftermath, UUM and Trek Battles)
Ship: AM Galaxy R concept
Race: Federation
Era: TNG

Description:

The AM Galaxy R is a concept ship where many tests are carried out on. Due to the nature of the ship, the Galaxy R concept will not appear in the upcomming Aftermath release; Battalia Requiem.

The Galaxy R was a test bed for possible treatments for the Terran, Federation, Borg, Romulan and Arbitor races. Tests such as reflective hulls, black glass, LED lighting, alternate cloaking techniques and much more. Apart from the visual tests, many mechanical tests were carried out on the ship such as its EAI system (Emotive AI). The Galaxy R was made out to act out payback, wreckless and tease tactics.

Please note this ship is not balanced for any version it is placed into. This is a just for fun mod. Its more expensive than a Galaxy class, weaker hull, stronger weapons, weaker shields but regenerates its shields much faster. Slightly faster too.

Alternate Battalia Requiem version

Although this is the 'generic' version of the AM Galaxy R, for the Battalia Requiem release the AM Galaxy R will have a different look if this mod is placed inside Battalia Requiem. To play the alternate version of the Galaxy R Concept in Battalia Requiem you will need this mod installed into Battalia Requiem.

Please note the generic version will look slightly different to the one in the photo.

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #52 on: December 18, 2010, 08:06:37 PM »


Here is the very first look at how the AM Akira is shaping up. Unlike the other AM versions of the ships that are slowly being shown; the Akira is the first one which is getting its textures completely rebuilt. The AM Akira will be built piece by piece, the process is longer but the end result is a completely different looking Akira. The main reason for rebuilding the Akira texture set is the concept for the AM Akira would not work with its existing texture structure. It is an issue that is coming up more frequently as more ships switch over to their AM counterparts. The concept is heavily influenced by the visual style of Mass Effect 2.

Depending how well the process goes in reaching its concept visual; other ships may swap over to the texture rebuild process. Current progress of Battalia Requiem has hit a brick wall. Will wait till I build the rest of the Berratta Verge up then take a look at where everything is going. The issue I keep running into is Star Trek itself; just dont know what to do with it and how it fits in with the Aftermath Universe.

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #53 on: December 19, 2010, 08:54:37 PM »


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 cancelled over a year ago.

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #54 on: December 23, 2010, 07:44:14 AM »


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 086gf

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #55 on: December 23, 2010, 11:42:02 AM »
Oh wow that sounds awesome.
All hail the messiah!

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #56 on: January 07, 2011, 05:15:21 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

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #57 on: January 22, 2011, 06:54:42 AM »
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.









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 086gf

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #58 on: January 24, 2011, 01:35:46 PM »
Wow, thats really cool.
All hail the messiah!

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #59 on: February 03, 2011, 01:25:56 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.