|
Space
battle with a pirate. The green line in the center of the screen is
a marker intended for the developers - it will not be in the
released version. The green boxes on the side indicate system status
as well as function as buttons to turn on/off shields, decloaker,
etc. The compass rose at the bottom is a touch pad for the Droid
app, which replaces the mouse when steering the ship. |
|
Navigation
screen in the cockpit. We split the cockpit into an upper and lower
half to optimize the game for handhelds. The player can quickly
toggle between the two screens, and crucial combat controls and
indicators are
located on the upper half, meaning that during combat you will not
have to flip to the lower screen. The two smaller screens at
the bottom of the main screen can be clicked to bring to the main
screen for manipulation. |
|
View
outside of Sundog's cockpit, as seen from a landing spot.
Eventually, a 3D modeled city will replace the red X on the ground. |
|
View
as the ship descends from orbit to land. The planets are rendered in
3D, and each planet has a unique texture that matches the topography
of the planet's surface. So, should you decide to take a drive out of
the city and sightsee around, what you see on the surface will match
what you see from space. |
|
View
of Sundog flying over the ocean and about to cross over a continent during a landing. |
|
Interior of a bar. This is actually an older
SD:R version of this classic Atari ST version bar - the current version
of the game uses a recently updated graphic. |
|
View
of the Sundog's engineering bay for the Warp system. |
|
The
teleport terminal. Note that the terminal identifies the type of buildings,
so you don't have to teleport yourself blindly to find what you are
looking for. |
|
Another
view of a bar. And if you think this is a radical looking bar, just
wait until you see some of the others in the game! |
|
|