Clockwork Dwarves - Sprite Art
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Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
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http://www.wesnoth.org/forum/viewtopic. ... 07&start=0
At the beginning of the thread there is a unit list and the ones with an @ after them have a standing graphic.
-> Clockwork Golem
-> Clockwork Automaton
Clockwork robots things, no real design plans other then that no design
+Clockwork Wanderer
-> *Clockwork Rambler
--> Clockwork Itinerant
These have to be able to cross over water, so flying or water unit, other then that no design!
+Dwarven Cutthroat
is the level one of the units ive been posting today
-> *Clockwork Gunner
--> Clockwork Artillery
are the level two and three of the one you just did!
And thats about it o_o Master graphics ninja
At the beginning of the thread there is a unit list and the ones with an @ after them have a standing graphic.
-> Clockwork Golem
-> Clockwork Automaton
Clockwork robots things, no real design plans other then that no design
+Clockwork Wanderer
-> *Clockwork Rambler
--> Clockwork Itinerant
These have to be able to cross over water, so flying or water unit, other then that no design!
+Dwarven Cutthroat
is the level one of the units ive been posting today
-> *Clockwork Gunner
--> Clockwork Artillery
are the level two and three of the one you just did!
And thats about it o_o Master graphics ninja
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- Art Developer
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- Joined: April 2nd, 2004, 10:19 pm
- Contact:
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- Art Developer
- Posts: 2221
- Joined: April 2nd, 2004, 10:19 pm
- Contact:
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- Art Developer
- Posts: 2221
- Joined: April 2nd, 2004, 10:19 pm
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I'd say that if you'd give me some freedome on it; I could make it a split line of which one would be a lot more speed oriented; whilst the other sacrifices a lot of speed to become an awesome tank unit;
because with a "walker"-mech type of design, you -must- make it an awesome tank.
because with a "walker"-mech type of design, you -must- make it an awesome tank.
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- Art Developer
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Clockwork golem; I'd say, give it stalwart and a melee version of the thunderer's weapon, blunt ofcourse; as it wields a mace, will make people think twice about attacking it
On the other hand there's my own idea for a unit, clockwork swarms, may need some graphic changes, but in general it's an unit with both "regeneration" and "swarm"
it's health goes down rather quickly and with it it's damage; however if the stats are done properly, it could be a very usefull unit that just takes caution in use.
On the other hand there's my own idea for a unit, clockwork swarms, may need some graphic changes, but in general it's an unit with both "regeneration" and "swarm"
it's health goes down rather quickly and with it it's damage; however if the stats are done properly, it could be a very usefull unit that just takes caution in use.
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Attack frame!
Also, the clockwork Golem looks cool. very nice, very nice.
As to clockwork swarms, i had had a similar idea but then abandoned it. The level one clockwork golem was originally a stand alone unit fast and nippy with low hp and regeneration...
...im a stupid for not knowing what swarm is exactly?
Also, the clockwork Golem looks cool. very nice, very nice.
As to clockwork swarms, i had had a similar idea but then abandoned it. The level one clockwork golem was originally a stand alone unit fast and nippy with low hp and regeneration...
...im a stupid for not knowing what swarm is exactly?
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Swarm is an abillity that currently only the cuttlefish has;
to put it mildly; units with swarm lose either damage or strikes (I believe strikes) when their hp is cut by a certain percentage; so it is vital for them to stay at full health, or they'll start sucking
the advantage of this skill?
you can basicaly cram a unit with a lot more damage for the same cost, as the abillity is a real down side that would balance the unit being more powerfull than normaly (especialy if it's like 12-2, where missing a strike means a real handicap)
to put it mildly; units with swarm lose either damage or strikes (I believe strikes) when their hp is cut by a certain percentage; so it is vital for them to stay at full health, or they'll start sucking
the advantage of this skill?
you can basicaly cram a unit with a lot more damage for the same cost, as the abillity is a real down side that would balance the unit being more powerfull than normaly (especialy if it's like 12-2, where missing a strike means a real handicap)
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