Sub page of Prometheus' Spawning Grounds
Exile fanart & tribute page
Welcome visitor... Stay a while... Stay forever! This is my Exile page I'm working on, or not, depending on when you read this. I've only played the C64 version of Exile, but it still impressed me a lot so I decided to make some fanart and concepts.

Various humanoid space suit characters.

Various fishes.
 
Rough pencil thumbnails of the robots and creatures.
I can't help doing pencil thumbnails of all the game characters whenever I play a game. Here's how I started with Exile (and Impossible Mission). Also, here's some
yellow robots
(more sketches)
that probably wouldn't fit in the Exile universe but I did them along with the other stuff.
Update 030902 :
Experimented a bit with painted terrain. I painted it at 3x size, shrunk and sharpened. Rock and organic stuff is fairly easy and fast to do. Architecture, temples and tech will take a lbit longer, but can probably be repeated/tiled a bit.
Update 031008 :
A few more quick concepts. I have tons unscanned.
Clonetroopers, the henchmen if Triad, Triax, whatever. |
Ummm? |
Yellow tripod robot |
Another thumbnail |
Small guys with rifles
Of course I can not resist promoting my own ideas for Exile...
Things that would improve a port of the original exile further
- It's easy to get lost in Exile since the map gfx is rather repetive and the game is very large. It would be awesome if the map was one big image so each location gets it's own unique features. That would take weeks to pixelate though.
- Game controls such as those in Soldat would suit the game perfectly, ie. a reticle controlled by the mouse cursor.
- The inventory and menues could be more easy to access with mouse controls.
- Better gfx and higher resolution for the physics calulations. More advanced damage confirmation. If the screen was a bit larger you could see more of the enviroment around you. A 400*300 desktop window (with 2x zoom option for the retro pixel feel) would be nice.
- Editors!
More advanced ideas for a future exile
- Destructable terrain. Some materials are harder than other. You can pick up everything, like loose rocks. You can mine material by digging through rock. If you destroy something it just breaks or goes dead, unless it burns up, gets converted into some other matter or energy. Some caves might even collapse if you're not cautious.
- An eco system that you can affect. Plants, mushrooms, animals etc have to eat and breed. If a species goes extinct that might affect the balance of the eco system.
- More weapons, creatures, robots etc. Rare animals and hidden lodations to find.
- Sodaplay-like bones for the robots and animals. You can design your own robots and animals by putting a config and gfx in a folder.
- Robots can be knocked out with an EMP and reprogrammed with a RC, unless they are shielded like the more advanced battle robots.
- It's possible to retrieve the schematics and other data for different robots in databases, or by scanning the robots. Some robots may be shielded from scans, in which case you need to capture a one.
- It's possible to build robots with a nanolathe (as in Total Annihilation) or by using some other method.
- It's possible to script/code the robots to perform tasks, such as guard, patrol, goto a spot, build other robots, mine. This way you can build yourself an army, which would be beyond awesome.
- You can also build turrets, doors, and other stuff. Since you can also manipulate terrain you can build forts and stuff.
- With multiplay support people could form teams and play Team Fortress, CTF, DM, TEAM-DM or whatever game they can think up. If the physics allow for this type of gameplay there's no reason to actually make the game modes themself, other than suitable maps perhaps.
- 3D? 2D? GBA port or HL2 mod? No idea.
- Line of sight (greyed fog of war), as an option, perhaps.
Damage system
As for a damage system I would propose something like...
Damage = rnd(Damage) + rnd(Damage) + rnd(Damage);
...which would randomize the damage but keep the values somewhere in the middle. The armour penetration could look something like...
if(Damage < Armour) Damage = Damage * (Damage/Armour)^2;
...which would make it more difficult for weak weapons to damage tough targets. Look at my JavaScript diagrams (IE) for a more visual explaination.
There could also be energy shields that recharge faster than you can damage them. A neat tactical aspect could be if energy shields only shielded against energy weapons. A warp shield would of course be the ultimate protection against anything.
Projectile weapons could just be metal objects flying really fast, and thus the damage factor would be the collision velocity multiplied by the weight, or something like that. This would make the game easier to mod, since fewer variables has to be set. It would also make it harder for modders to set unbalanced values.
A set of pseudo physics could be written for laser and plasma weapons. Energy weapons would probably have little recoil and a damage factor that isn't affected by velocity.
ehermmm... if you read all that you are as geeky as I am.
No part of the material appearing on this website may be used
without permission in writing from the owner of this website,
Niklas Jansson.
Character concepts appearing as fanart are the property of their respective companies.
Yadda yadda yadda, You get the point.
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