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 Art Dump 
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Joined: Mon Mar 16, 2009 10:50 pm
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Post Re: Art Dump
@Geti great as always. That robot is very cute.


Mon Sep 05, 2011 6:18 am
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@"what about robots?"

Well, the idea is basically infantry are equivalent to modern infantry with bossing jetpacks/dashboots and pewpew lasers (perhaps there are also flying drones that have an smg or crappy pulse laser taped on the side, we'll see). They could (and hopefully would) fit through an ordinary door. The main advantage is that they're cheap as chips and pretty speedy.

Battle suits are bigger and bulkier, kind of like a smaller version of the mechs in avatar, ~3-4m high. They can pack more serious guns but would be more cumbersome to move around in than infantry as they'd have to move around or over buildings and wouldn't get the same instant response out of a jetpack if they had one.

Mechs are 8-12m tall and again, another step upwards. They wouldn't need to worry about smaller buildings because they'd be able to walk through them (assuming the buildings weren't filled with mines prior to the collision), but vertical mobility would be severely limited. Mechs would carry large, powerful weapons and would be about delivering hard hits where they're needed. They'd have various shielding mechanisms for taking on various foes (RPS style). They'd be able to be taken down by a number of hits from anti armour infantry or a few from battlesuits, but they'd be more concerned with bigger targets and rely on their team for a bit of support. Unless using dedicated anti-infantry bee-rockets, they'd have a lot of trouble getting direct hits on infantry anyway.

Epics would be where I'd play around with designs a little. There would probably be a few epics for each scale that'd perform the function of each to some new extreme - pocket nuke infantry, laser rocket spamming battle suits and 20m high goliath ion cannon mechs.

If I get a chance to make it, I'll also be focussing on distinct functions - support drones that lay out smokescreens and drop mines, EMP deployables, long range precision railguns for delivering HE where it's needed (in the enemy's ass), dependable assault weapons, beams, indirect fire stuff and who knows what else, I just want to have fun with the design, really.

I'm thinking 3 slots per unit would work well - Mobility, Weapon and a class specific slot. If there was 3 or so options per slot, that's a pretty goddamn dynamic battlefield.

Oh yeah, and I want to make it using my usual high saturation colours.

[/rant] I might make a thread about it elsewhere if it actually gets off the ground.

@Contrary: glad you like it.

@Miggles: I'm pretty lithe. The lighting isn't exactly flattering I guess :P


Mon Sep 05, 2011 8:17 am
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:P
Not really the artistic side of the art, (..?) it just seems to be lacking. It needs more detail IMO, also hands and feet and a laser are necessary.


Mon Sep 05, 2011 9:58 am
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It's the base though. It doesn't even have amour plates yet. I wanted to keep it as simple as possible so that components could be screwed on and off simply and the cores could be mass produced very easily -> super cheap.


Mon Sep 05, 2011 11:19 am
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Oh, ok. That makes sense.


Mon Sep 05, 2011 11:58 am
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Mighty nice idea as always, Geti, but I'm curious about the design specifics of it. I presume it'd be 2D and a sidescroller, but then how would an infantry-heavy player control his massed troops? In a way like CC does it? Or would it be like a futuristic KAG, with each player controlling a trooper? Or are you trying to go more towards an automated RTS feel?


...interestingly enough, I did think of something similar to what you are describing some time ago.


Mon Sep 05, 2011 12:53 pm
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Oh man Geti that sounds so sexy. Do that. Please.


Mon Sep 05, 2011 2:00 pm
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3D, not 2D. Not sure if I want to talk about the camera idea yet, but possibly not just FP perspective.

Not sure about the control specifics, likely everyone on a team would be a player though.

... I honestly don't have time for a while though. I might get more over the summer holidays but if I start on this pre-november it'll be in my spare time, like everything else. KAG takes priority as it's what keeps me from starving, heh.


Mon Sep 05, 2011 2:18 pm
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Image
FOURTH TIME'S THE CHARM, OR SO I'VE HEARD.

This is the one that will be in the mod, period.


Tue Sep 06, 2011 4:11 am
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Image

just playing around with it. yours doesn't really feel like it's made with metal, man. Could be more profitable to scrap it and start over unless you really really need this sort of design.

Mine's missing the "enclosed core" feel, not sure about the brenish magazine but I'm assuming its more of a dakka dakka gun than something you'd be trying to aim across half the map

In other news I hate hate hate MSPaint. that took way longer than it should've :<


Tue Sep 06, 2011 5:36 am
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it was intended to be more like a heavy mg. (like, slowish firing heavy hitting rounds)

i'll try upping contrast on the upper bits of the gun, but yes i kind of like the design i have for it and i don't think i'm going to scrap it (again) at this point.

edit: mine wasn't really meant to have a brenish magazine; its ammo is fed in through the turret base.


Last edited by Urch on Tue Sep 06, 2011 6:15 am, edited 1 time in total.



Tue Sep 06, 2011 5:45 am
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i ♥♥♥♥ told you all to add a engine belt, then we wouldn't be here

I think, it needs, more saturation. :?


Tue Sep 06, 2011 5:49 am
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Nope, it just needs some more contrast and better cluster usage.


Tue Sep 06, 2011 10:40 am
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Image

boxboxbox

I can make slightly more interesting meshes than this now but I wanted to do some UV mapping without everything getting screwy. Texture is 32x32, cubes is 6 quads -> 12 tris. I might do something more complicated later on this week if I get time. I'm glad my crappy laptop can handle it as it means I can do this kind of stuff before bed, though learning to use my tablet with it is probably not a _bad_ idea.

I think I might make some props so I can put scenes together. Crates, grass and barrels make the world go round!


Tue Sep 06, 2011 3:34 pm
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Post Re: Art Dump
Cool stuff Geti!


Tue Sep 06, 2011 3:38 pm
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