I would be interested to see a challenge on the above categories. I wouldnāt be able to participate, since I suck in storytelling and I canāt compose, but I recall we had some great talented people here.
As much as Iād like to see a team-based competition resulting in fully textured models rendered in-engine (Iām sure one of the devs could make that happen) I do think the community might be a bit small to set up something like that, at present.
Congratulations, Wybo!
And congratulations for all three of you for those great ships.
I would be interested in one of those, personally.
Fan stories, I would definitely like to participate.
And although I have no idea where to begin with for composing music on a computer, it is always nice to hear what great pieces of work people come up with when inspired by Infinity.
I didnāt want to vote, but now that it is over, I will add my constructive criticism, plz donāt take personal
I have to agree with this. I would add that the design seems to suffer from a modeler trying to design an asset using modeling tools, as opposed to utilizing design/artistic talent. A great asset depends so much on proper initial concept art.
I think Lucasā design correctly adheres the to the Centaurus guidelines, but the design is too simplistic/toyish and lacking of depth IMHO.
Wyboās design to me, shows the most artistic talent, however he designed a Deltan ship and not a Centaurus vessel
Anyways, it was very nice to see this kind of activity. I do hope there are future contests, but I must say, Iād like to see assets other than ships! hehe
I think all of you can learn a lesson from Janās SFC concepts, time and time again he nails the style, while incorporating the right amount of detail/depth. Also, it can take many tries to get a design right, and we will tell him if a design isnāt heading in the right direction, and he typically responds with a better offering. Concept artists really do need to be thick skinned!
It would be interesting to see some building concept artwork. Military outposts, mining structures, iconic civilian structures / installations, centauran monuments, planetary defense platforms (orbital / ground based).
I learned the hard way what you just said. It is so true. I will tell any modelers out there the same⦠Design it fully first. I admit I was partially satisfied with my design before modeling it. I thought I could model out the deficiencies later. Even today I am making changes to it. Sometimes large sections of ship may need to revamp. Valuable will be lost. Criticism is also so important⦠I need to spend more time in concept. However this is my First real attempt at Space Ship design. Until now, I have no experience in Space Ship designs I have only Modeled ships for Lucas and a few childhood sketches⦠I am a late comer and have only recently in the last 4 years got really excited about Space Games,
I guess I would vote for some sort of team projects. I really missed out on the Star Citizen contest. 1sr prize 30K for a team to build a small ship seemed pretty cool. Modeling a no-prob for me. Blueprint is what I need.
How many people would take part in a coding challenge? If itās 3 or more than I would be interested to see such a challenge
Also⦠when we reach 100/100 members in the Guild of the First Hundred we will initiate a ācorporate identityā art challenge here to design a logo/badge for the Guild and maybe even some other elements for the ācorporate identityā.
A coding challenge is something that you would need to leave open much longer than an artwork or model challenge. Run it in the background until there are enough projects to actually judge.
Off the top of my head, we have about a handful [<10] coders that have contributed in the past in this community.
A gameplay feature prototype could be fun - although as already stated, itād need to run for quite some time compared to other challenges. Iād also be interested in a collaboration (Buildings! Concept, texture, model - a group of buildings with a theme maybe? (e.g. mining outpost)) and lore.
Iād suggest presenting a challenge such as āHow can we keep the screen with all those beautiful visuals uncluttered while still providing players with all the information that they need when they need it?ā
The focus is on the solution, not the means of presenting the solution. That keeps anyone who can communicate a solution in the competition.
The means can vary from being a text description to a set of artwork to a working, public demo. That brings in the possibility of doing some coding, but it might be very simple coding, as with Irashiās Flash program to demonstrate how warp intercepts could work. It might just result in a short video capture of somebody drawing stuff in Microsoft Paint.
Winners can be declared for both Best Solution as well as Best Presentation.