StarFire was created with the intention to provide a tool to explore the depths of the universe and its secrets in a playful, educational, and thought-provoking manner. In order to do so, the player must design his spacecraft in such way it fits his individual needs and play style, and most importantly, withstands the dangers that linger in the dark. As such, StarFire implements models based on science, and may also cross the border between reality and the paranormal.
|Beware of Contributions!||Post Reply|
|Jan 30 2013 Anchor|
Keep in mind not everything you contribute will make an appearance in-game. This is a natural process that also exist in other forms of media, i.e. animation design or logo design where a sample of assets is created and then the best designs are chosen from. Your contribution, if not used, may lead to other ideas, so even if your contribution didn't make it into the final game, it still helped to develop the game as a whole.
If you consider to contribute, make sure all of the provided contributions you offer are 100% made by you. If you used assets released under a creative common license or similar, notify me about it so I can give proper credit if required. If you're not sure about the origins of a contribution, or not sure if they are free - then please don't contribute. I want to keep StarFire as clean as possible.
2) Contributing Ideas/Suggestions
Ideas and suggestions count as contribution. Even if the idea you have is quite out of place or not realizable, spit it out - it may lead to a completely different one.
3) Contributing Textures
Most of the textures I use are from cgtextures.com, mayang.com/textures and freestocktextures.com. I recommend using these sites as they are free for commercial use if you stick to their terms of conditions. Perhaps you can also find a lot of free stock textures on deviantArt (but make sure to check on the user's terms and conditions before getting some from there).
A template for these can be found here: Dl.dropboxusercontent.com The download includes texture templates, finished textures, and a blend file with fully textured models which are likely to be used. Please take note of the instruction file that is included in the archive.
While creating textures make sure to split them up in two layers:
One layer is the detail layer or skin that contains all details. These details should usually be monochrome using opacity (brush opacity ~50%). There can be colored details in this detail layer.
Following celestial body types currently are in use: normal (earthlike), tropical, aquatic, barren (Mars), desert, volcanic, tundra, ice, rocky, moon, gaseous (Jupiter), asteroid, dwarf (a star type), star (like our sun), bluegiant, redgiant, neutronstar (a star type). For each type I can use as many textures as I can get.
4) Contributing Models
Models need to be rigged and textured. The center of the model should be at coordinates 0|0|0 on the 3D grid.
- shell/bullet casings
- magazines, ammoboxes
- batteries (large ones), generators
- cooling devices, pipes
- wings, antennas
- lamps, lights
- "beds" (sleeping places, rather)
- consoles (split into a keyboard panel and a screen)
- pilot seats, seats, futuristic furniture
- engines: combustion chambers, fuel pumps, tanks
- containers (inventory)
- asteroids, rocks, ores...
- food items, health items (bandages, tubes, syringes), tools...- plants, trees, trunks....
Max Vertice Count: 100 for round objects, rectangular ones ~10-40
5) Contributing Code
Should you have coded something in Java that may be come useful for Starfire, I am more than glad to implement it. I think I can also adapt to C+ and translate it to Java, if needed.
So how am I going to reward you if you contribute? At this moment the outcome of this game is not certain, and it could become a commercial success or just a plain failure, depending on how well it is managed. Please take this into consideration should you intent to contribute. Don't jump into making thousands of assets for Starfire right away for mentioned reason, but also because the game may change the requirements for assets at any time as well.
Edited by: b5cully
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