Stellaris Dev Diary #203: VFX in Nemesis

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Mithrill

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Well, that's a big boom...

I'd also like to congratulate whoever designed Star Eater charging animation. It is a perfect mix of vaugely scientific, somewhat esoteric and absolutely bonkers overkill that should characterize superweapons :D
 
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JuergenSchT

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The death of a star!
So the Star Eater is basically an Star Assimilator?
ddimpi4-0da61be1-6e32-4e31-abb7-b1afb098459e.jpg

Neat-o.

EDIT: Initially I wanted to make a pun about the Star Eater assimilating dark matter for the Aetherophasic Engine, but English is not my first language so I gave up.
 
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Kapitalisti

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Jtah

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Or this one? :D

Vogon.gif


If this cubic star eater is only for the imperial shipset it goes well with the idea of "evil and blind imperial bureaucracy".

And thanks Erik for your work! That's looks pretty good!
 

Feeblezak

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I look forward to blowing up the Sol system with the giant space cube.

Resistance is futile.
 

Elrawien

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Might I suggest the following tweaks to the last video:
  • The inner planets should explode earlier than the outer ones (i.e., shockwave travels through the system).
  • There should also be a more obvious shake/tremble effect prior to the planets' destruction.
  • The asteroid belt should be deleted after the dust settles.
 

HighChanceOfRai

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Do you also get annoyed by the artificial gravity, 2 dimensional space, boat-like starships, rubber forehead aliens, non-newtonian movement etc etc? It's a soft SF game, some things are just fun tropes regardless of how realistic they are.
The massless battleships pivoting on their centrepoint is quite annoying I must say
 
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The Founder

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So I really hope you’ll enjoy it as much as I do!

The death of a star!

And that was all from me! Hopefully it gave you some insight of what I do, and how I do some of the things. Thanks for reading!

Next week a content designer is going to write about script improvements that’s coming in the next update!

It would be even nicer if hte planets would not explode all at once, but slightly staggered to simualte the shockwave hitting them.
Measuring concentric rings from the star itself (20-40 distance, 40-60 distance, 60-80 distance, ....) and setting up the explosion event with a different delay could do the trick.

But it might be outside your department and I found no obvious way to do that using the existing modding functions, so a "in_systen_distance" check might need to be added.
And what do you know - the kind of check nessesary was just confirmed in Script Changes:
You can check the distance of objects within the same solar system now by adding “same_system = yes” to the distance trigger
So it could be as simple as:
- any planet in the same system at distance 20: exlosion effect instantly
- any planet in the same system at distance 40: explosion effect a 1 day delay
- any planet in the same system at distance 60: explosion effect at 2 day delay
etc....

And the best part is, you could make a open-ended loop for this by just counting up a distance and delay variable. The main problem would be to know when to stop (when the circles have passed the solar system size in all directions). But it would mean that the script would adapt to drastically varriable System sizes
 
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