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madmax
Joined: Sun Apr 22, 2007 8:01 pm Posts: 378 Location: Nomadic
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Re: Concept art
I actually like the new proportions over the classic stubby proportions, the thin legs are just so cool but I'd imagine they'd have trouble with walking on soft terrain(maybe). But like Contrary said, if it ain't broken why fix it, the classics are iconic to CC.
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Fri Jul 23, 2010 7:02 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Concept art
madmax wrote: I'd imagine they'd have trouble with walking on soft terrain(maybe). TLB's said that the terrain hardness has been ramped up quite a bit, I imagine dirt will function more like it should now. Maybe there'd be trouble with sand though
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Fri Jul 23, 2010 7:10 am |
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Culthero
Joined: Thu Mar 04, 2010 9:07 pm Posts: 126 Location: Turkey
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Re: Concept art
I would definetely love a Stats Screen where each new unit/wep/tool and the first time they were encountered was written with a brief description and a pin-up. You should absolutely do this because it gives players another thing to do in the game and keeping track of their and the unit stats. Also the number of them that were vanquished would be awesome:
--Number of Enemies VAnquished-- Dummy: 344, Dreadnaught: 187, Dummy Behemoth: 3, Coalition Light: 359, Coal Heavy: 221, etc.
Number of missions played, number of wildlife units eradicated, numbers of brains de-jarred, etc. etc.
The new, hulking heavy design gets my hugs. Thank you thank you. And I hope with all my heart that the black faction -Imperatus- are the Crobos by Capnpubs. Whitebots as the tech/utility faction: WIN!: "You may have guns but Whitebots have the fire."
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Fri Jul 23, 2010 9:52 am |
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Dragonchampion
Joined: Thu Jun 10, 2010 6:08 pm Posts: 68
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Re: Concept art
I really enjoy the concept art for the coalition, and am looking forward to the next build, with this in it. Finally, no having to download addons just for the turrets.
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Fri Jul 23, 2010 10:07 am |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Concept art
Quote: I'd imagine they'd have trouble with walking on soft terrain(maybe). Just change the sharpness on the legs to 0.001 or something and we over that problem. I have actually managed to make a ronin about 8 times faster without raping terrain more than a standard soldier by increasing friction, pushforce, walkspeed and decreased sharpness. Though that looked pretty weird because his legs were as fast as wheels
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Fri Jul 23, 2010 11:37 am |
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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
madmax wrote: I actually like the new proportions over the classic stubby proportions, the thin legs are just so cool but I'd imagine they'd have trouble with walking on soft terrain(maybe). But like Contrary said, if it ain't broken why fix it, the classics are iconic to CC. You'd be surprised on what you can walk on with thin legs! Like ♥♥♥♥ camels, and billy goats combined.
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Fri Jul 23, 2010 12:11 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
So many replies. Some clarifications:
I only pixeled a Heavy and a Light in my mockup. The Medium (androgynous) would indeed be similar to the already existing sprite. Not much change would be needed to it, but I might nibble on it anyways. The most time consuming thing for me is making all of the leg frames. The pixel art itself doesn't take me long at all because I don't pixel optimize a lot. I worry more about the general design of things.
Yeah, I'm worried that smaller figures won't be able to step forward well. On the other hand, larger stuff has drawbacks too, like flimsy looking flipping, traversing terrain with lots of little obstructing floaty chunks.
Goofy-feets can be fun on some designs, but I'm not gonna put them on the females. I don't think the engine cares about graphical foot size. Some kind of invisible L shaped thing is used for collisions afaik. I remember asking about it once. It might be possible to make an invisible foot that is larger than the graphical foot.
Yeah, the smiley faces on the concept sheet are my satisfaction level. Some / all of the concepts will be scrapped or changed.
The brains only being protected by glass is a problem. You'd expect them to be placed in an armored steel sphere. The glass had to be used for visual clarity though. Also, the glass is quite durable, so it's probably an expensive transparent armor material - too expensive to be used in regular armor. Since the brains have to be transported, they can't be permanently attached to a massive chunk of armor.
The CMF and logo are indeed inspired by 50's US soldiers. They look kind of similar to the green Battalion Wars troops now when I think about it. It's actually a coincidence. I did the green trooper before getting the BW cover gig.
28 unread messages :o
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Fri Jul 23, 2010 12:19 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Concept art
I always figured the brains were kept in a vault cause it was important to be able to visually check the brains health and to keep the system modular. You can always chuck the fishbowl into a tank if you need to get it from base to base. Promster wrote: 28 unread messages :o Oh deary Promster wrote: It might be possible to make an invisible foot that is larger than the graphical foot. This is very possible.
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Fri Jul 23, 2010 12:54 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Concept art
for the aliens, can we get something similar to cc48s creeper vines? viewtopic.php?f=61&t=19114they spread dynamically around the map, but cause no engine slowdown.
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Fri Jul 23, 2010 1:52 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
lafe wrote: for the aliens, can we get something similar to cc48s creeper vines? viewtopic.php?f=61&t=19114they spread dynamically around the map, but cause no engine slowdown. screw that just put CaveCricket48 on the team I am wondering with this new scale what will happen to the ronin
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Fri Jul 23, 2010 2:59 pm |
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SunnyKatt
Joined: Thu Feb 19, 2009 11:57 pm Posts: 31
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Re: Concept art
This looks awesome, I can't wait. Especially for those turrets.
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Fri Jul 23, 2010 3:39 pm |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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Re: Concept art
Nice to see we got a devlog post outta this. Keep up the good work prom.
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Fri Jul 23, 2010 4:33 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
gtaiiilc wrote: lafe wrote: for the aliens, can we get something similar to cc48s creeper vines? viewtopic.php?f=61&t=19114they spread dynamically around the map, but cause no engine slowdown. screw that just put CaveCricket48 on the team I am wondering with this new scale what will happen to the ronin Yeah, that would be one of the better nominations we have made lately... [IN DRLFF DEV TIME THAT IS]
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Fri Jul 23, 2010 5:16 pm |
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Poor mans sniper
Joined: Mon Jun 21, 2010 1:40 am Posts: 208 Location: Hiding in a freezer at Wal-mart
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Re: Concept art
Every faction should have some means of air support like they have a airstrike designator, or maybe a attack helicopter, paratroopers, etc.
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Fri Jul 23, 2010 8:45 pm |
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Karion
Joined: Thu Apr 15, 2010 3:39 am Posts: 54
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Re: Concept art
im a bit lost in all this, so i ask, what is the Imperatus faction?? about the sprites, they are really cool and respect very well the concepts, i have my doubts about the light being really tiny compare to the actual medium, making she a bit hard to look to his details in the sprite overall a good work
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Fri Jul 23, 2010 8:59 pm |
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