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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: Concept art
Those upscale look awesome !!!!!!!!!! they look like they are using steroids , that guy would look more awesome with a uber cannon
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Thu Jul 22, 2010 6:44 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Concept art
The CMF heavy looks awesome. I cannot wait for B24, out loverly content devs must have a storm of new stuff cooked up by now. *salivate*
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Thu Jul 22, 2010 6:49 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Concept art
Promster,
Can you please upload all and any new stuff to the svn repository? I'm keeping an eye on it everyday when I read my mail. All these new concepts would awesome to have there. Thanks.
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Thu Jul 22, 2010 7:14 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Concept art
Personally I think that keeping the current style is fine, as there has been so much work done it already (Vanilla as well as modded) and it's pretty iconic of CC. Also, it's still really good, so you know what they say about things that aren't broken...
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Thu Jul 22, 2010 7:47 pm |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: Concept art
Hey prom, would you care to post any developments you have on the CMF weapons?
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Thu Jul 22, 2010 8:07 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Concept art
New CC style is beautiful, looks more polished and less of that straight from the sketchbook style. Both have their charms, but I perfer the new one myself for the added detail.
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Thu Jul 22, 2010 8:27 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Concept art
It is good we can see the development, and put an impression on it. I just hope the impressions aren't so heart felt.
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Thu Jul 22, 2010 8:50 pm |
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Promster
Joined: Sun Aug 01, 2004 12:04 am Posts: 123 Location: .se
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Re: Concept art
I'm not gonna post any new(ish) art until I've organized it in my mind and on canvas, otherwise I'll end up posting too much and will not be able to respond to comments. Also, if I have things somewhat figured out / wrapped up, I won't have to comment on the unfinished aspects of things and what I should have done but didn't.
Some replies:
The Coalition logo is still up in the air, but I'm pretty happy with the general idea. The Coalition Military Forces are actually a branch(?), like Microsoft Game Studios or whatever. I'm happy with the arrows / star but the military twist needs some work. Feels kind of sloppy with just letters. I was playing around with incorporating a shield but... If I had worked on it some more I shouldn't have had to comment on this :o
Like I've said earlier, I've written some brief descriptions for the various factions. Right now I should probably be focusing on the Meta game / Campaign (the global strategy thing with the planet overview) and getting content up for that (the main factions). The story missions takes a lot more time to do since they require a lot of assets which are only used once or twice (like intro / extro slides). DaTa and I agreed that we get more bang for the buck with the Meta game (more replay value) than we do for a thing which people will only play through once or twice.
That said, I've been secretly working some on the story missions - specifically, the Zombie cave. I'll SVN the new art assets when they're done. It's a lot of work though, probably a month of me painting zealously just to wrap up the Zombie mission alone. The story missions are loose scenarios, each in a way describing a faction and their motivations via intro+gameplay+extro. The story missions will help to flesh out the universe and hopefully that will rub off and make people feel things about the actors even when they are just messing around elsewhere.
Sum is greater than the parts and all that.
I might also doing story content that will be on the site rather than in the game. I want to make a universe that's interesting and flexible enough to use for other projects.
The old CC sprites that I did /does/ feel kind of broken to me, but I do respect the fact that people have grown accustomed to them and might prefer them over my new stuff. I also have to consider the legacy of the mod stuff. For the concept art, I'll stick with my new style though, because I'm comfy with it. I'll leave the sprites for later when I know where to go.
The CMF already have a pretty large set of handheld weapons. I think that the other two main factions need to catch up, and all factions needs more big mech things. My primary task right now is to flesh out the main factions for the meta game so we can wrap that up. The main factions are pretty much basic flavor stuff (Strawberry, Vanilla, Chocolate).
* CMF (green) * Techion (white) * Imperatus (black)
I'm guessing that people will be able to plug in their own factions and have fun with that too. As you can guess, I don't have any sprites done for my newly concepted stuff, so I've got my work cut out for me!
I don't know what will be in B24. I haven't done much new content in a while, just a lot of scattered doodles / concept art.
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Thu Jul 22, 2010 9:44 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Concept art
Prom? What a pleasant surprise. I'm a huge fan of your design docs. If you check out gaming, geti and I are making a game. Based off your exile document. Anyway, great to see you on The forums, and I hope you can stick around and keep us updated.
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Thu Jul 22, 2010 10:20 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Concept art
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Thu Jul 22, 2010 10:28 pm |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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Re: Concept art
Promster wrote: The Coalition logo is still up in the air, but I'm pretty happy with the general idea. The Coalition Military Forces are actually a branch(?), like Microsoft Game Studios or whatever. I'm happy with the arrows / star but the military twist needs some work. Feels kind of sloppy with just letters. I was playing around with incorporating a shield but... If I had worked on it some more I shouldn't have had to comment on this :o Ah, what i meant was that i just wanted to do this:
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Thu Jul 22, 2010 10:32 pm |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: Concept art
Arne you just made me cry in happiness and shame...I am making FEMALE battle armor to wear I am missing the con this year and my armor is lacking quite a bit ( I have been diagnosed with a heart condition and that has slowed my life to a crawl) On a different subject whats the project you are working on that DrPetter mentioned http://www.drpetter.se/index.html ???
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Fri Jul 23, 2010 12:04 am |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: Concept art
matty406 wrote: Promster wrote: The Coalition logo is still up in the air, but I'm pretty happy with the general idea. The Coalition Military Forces are actually a branch(?), like Microsoft Game Studios or whatever. I'm happy with the arrows / star but the military twist needs some work. Feels kind of sloppy with just letters. I was playing around with incorporating a shield but... If I had worked on it some more I shouldn't have had to comment on this :o Ah, what i meant was that i just wanted to do this: ^smexy as hell
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Fri Jul 23, 2010 12:18 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Concept art
New content with a high variance is great, but the new style, with the thinner, more frail limbs and such, doesn't really seem too fitting to the coalition, at least for their standard, medium soldiers. I think the bigger new soldier serving as the heavy, the old light serving as the medium, and the smaller new soldier serving as the light would be best. Of course, stuff could be adjusted to make the three consistent in style. But what I'm saying is, the old designs were good, and the new content being mostly additive would be least wasteful, as well as retaining a good portion of what we know and love. In any case, things are happening. Development things. And that's good to see. But, another thing, the arrows don't look too much like arrows, more like a divided curvy triangle with lips around the cracks. But being more abstract than plain and literal is alright, it's just that people may have trouble making the connection.
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Fri Jul 23, 2010 12:25 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Concept art
Azukki, the page there only has light and heavy, no medium (thankfully).
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Fri Jul 23, 2010 12:59 am |
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