Dunefolk(previously Khalifate) race description
Moderator: Forum Moderators
- Pentarctagon
- Project Manager
- Posts: 5564
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Dunefolk(previously Khalifate) race description
That would depend on one existing or someone willing to create a sprite for it.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Dunefolk(previously Khalifate) race description
I see the Wyvern as a strong monster, I would start that line not before lvl2.
They are not like horses, more like cave spiders or dragoons.
Also, for a line ranging from lvl 1-4 the differences are too small, I would consider the Wyvern itself as the main part of the unit, in contrast to the rider.
Apart from that, the Wyvern isn't bad. And I think with a relation to Drakes / Dragoons he fit's into wesnoth's world.
On another note: why do we consider mainlining many such new units ... for the sake of mainlining?
For the Roc, they would be like Gryphons, living in other mountains.
For the Djinns, I see no context in wesnoth yet. I would see them as very rare units (like the fire spirit maybe) units.
If someone makes arts beyond the base sprite, it's maybe not such a bad idea to mainline a few more units.
They are not like horses, more like cave spiders or dragoons.
Also, for a line ranging from lvl 1-4 the differences are too small, I would consider the Wyvern itself as the main part of the unit, in contrast to the rider.
Apart from that, the Wyvern isn't bad. And I think with a relation to Drakes / Dragoons he fit's into wesnoth's world.
On another note: why do we consider mainlining many such new units ... for the sake of mainlining?
For the Roc, they would be like Gryphons, living in other mountains.
For the Djinns, I see no context in wesnoth yet. I would see them as very rare units (like the fire spirit maybe) units.
If someone makes arts beyond the base sprite, it's maybe not such a bad idea to mainline a few more units.
Try out the dark board theme.
- Celtic_Minstrel
- Developer
- Posts: 2207
- Joined: August 3rd, 2012, 11:26 pm
- Location: Canada
- Contact:
Re: Dunefolk(previously Khalifate) race description
Mainlining units is to give add-on devs relevant extras to work with if they so desire, more or less. It's not just limited to dunefolk either; there are also non-Dunefolk units that I want to mainline (like the Elvish Hunter).Shiki wrote: ↑April 7th, 2018, 5:18 pm On another note: why do we consider mainlining many such new units ... for the sake of mainlining?
For the Roc, they would be like Gryphons, living in other mountains.
For the Djinns, I see no context in wesnoth yet. I would see them as very rare units (like the fire spirit maybe) units.
If someone makes arts beyond the base sprite, it's maybe not such a bad idea to mainline a few more units.
- Pentarctagon
- Project Manager
- Posts: 5564
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Dunefolk(previously Khalifate) race description
Rocs and Wyverns were also mentioned in the Dunefolk's description, so it would be good to have them available as units for consistency with that.Celtic_Minstrel wrote: ↑April 7th, 2018, 5:24 pmMainlining units is to give add-on devs relevant extras to work with if they so desire, more or less. It's not just limited to dunefolk either; there are also non-Dunefolk units that I want to mainline (like the Elvish Hunter).Shiki wrote: ↑April 7th, 2018, 5:18 pm On another note: why do we consider mainlining many such new units ... for the sake of mainlining?
For the Roc, they would be like Gryphons, living in other mountains.
For the Djinns, I see no context in wesnoth yet. I would see them as very rare units (like the fire spirit maybe) units.
If someone makes arts beyond the base sprite, it's maybe not such a bad idea to mainline a few more units.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
- Pentarctagon
- Project Manager
- Posts: 5564
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Dunefolk(previously Khalifate) race description
Update based on the previous comments, and discussion on Discord/IRC with Celtic_Minstrel and vultraz:
Rocs
Wyverns
Jinn
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
- Celtic_Minstrel
- Developer
- Posts: 2207
- Joined: August 3rd, 2012, 11:26 pm
- Location: Canada
- Contact:
Re: Dunefolk(previously Khalifate) race description
For reference, my problem with the original big roc sprite is that it looks more like a gigantic vulture than a bird of prey. It especially doesn't match up with the young roc, which does look quite hawk-like or eagle-like to me. It also has a really weird pose, which serves only to emphasize the vultureness of it.
As for Kwandulin's wyvern riders, they seem overly busy and confusing; as I recall, Vultraz was more against them than me, but I can definitely see his point.
As for Kwandulin's wyvern riders, they seem overly busy and confusing; as I recall, Vultraz was more against them than me, but I can definitely see his point.
- Pentarctagon
- Project Manager
- Posts: 5564
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Dunefolk(previously Khalifate) race description
Alright, well, since no one has said anything in the last few days, I assume there's no other objections to the above set of units. In which case, all that's left is coming up with some stats for them(which I can do), and then seeing if another a more fitting sprite of the level 2 Roc can be made(sorry Vyncyn - I hope this doesn't come across too negatively).
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Dunefolk(previously Khalifate) race description
No objections, just a summary to understand what is going to be added.Pentarctagon wrote: ↑April 12th, 2018, 6:58 am Alright, well, since no one has said anything in the last few days, I assume there's no other objections to the above set of units. In which case, all that's left is coming up with some stats for them(which I can do), and then seeing if another a more fitting sprite of the level 2 Roc can be made(sorry Vyncyn - I hope this doesn't come across too negatively).
Rocs: a 3 units line, with Vyncyn's sprite for level 1, something still missing for level 2, that large sprite for level 3.
Wyvern riders: a 4 (or maybe 3) units line, with the rider in your previous post as level 1 and those from OoA as levels 2+.
Wyvern: the wild wyvern, single unit, level 1 (or maybe better level 2).
Jinn: single unit, level 2 (I am still not convinced, but you know that ).
Is this all?
- Pentarctagon
- Project Manager
- Posts: 5564
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Dunefolk(previously Khalifate) race description
It'd be the latest I posted above:zepko wrote: ↑April 12th, 2018, 7:25 amNo objections, just a summary to understand what is going to be added.Pentarctagon wrote: ↑April 12th, 2018, 6:58 am Alright, well, since no one has said anything in the last few days, I assume there's no other objections to the above set of units. In which case, all that's left is coming up with some stats for them(which I can do), and then seeing if another a more fitting sprite of the level 2 Roc can be made(sorry Vyncyn - I hope this doesn't come across too negatively).
Rocs: a 3 units line, with Vyncyn's sprite for level 1, something still missing for level 2, that large sprite for level 3.
Wyvern riders: a 4 (or maybe 3) units line, with the rider in your previous post as level 1 and those from OoA as levels 2+.
Wyvern: the wild wyvern, single unit, level 1 (or maybe better level 2).
Jinn: single unit, level 2 (I am still not convinced, but you know that ).
Is this all?
Rocs: a 2 units line, with Vyncyn's sprite for level 1, something still missing for level 2
Wyvern rider: a single unit
Wyvern: the wild wyvern, single unit
Jinn: single unit, level 2
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Dunefolk(previously Khalifate) race description
Well, then I have an objection in the sense that I'd like to see a full unit line for the Wyvern rider (also since sprites are available, and they don't look too bad to me).
- Celtic_Minstrel
- Developer
- Posts: 2207
- Joined: August 3rd, 2012, 11:26 pm
- Location: Canada
- Contact:
Re: Dunefolk(previously Khalifate) race description
We feel that Kwandulin's wyvern rider sprites are too busy and elaborate and such. I do eventually want to add a full unit line for the wyvern rider, if we can get additional sprites that fit better with Sleepwalker's original, but for the first pass, there will just be the single unit.
Re: Dunefolk(previously Khalifate) race description
I might agree for the higher levels, but Kwandulin's level 1 looks much better to me than the proposed addition. Well, it's a matter of personal taste, never mind.Celtic_Minstrel wrote: ↑April 12th, 2018, 5:04 pm We feel that Kwandulin's wyvern rider sprites are too busy and elaborate and such. I do eventually want to add a full unit line for the wyvern rider, if we can get additional sprites that fit better with Sleepwalker's original, but for the first pass, there will just be the single unit.
Let me raise another point. I just re-read the Dunefolk description that has been added to the latest release, and I noticed that it never mentions that the Dunefolk are human. I don't want to reopen a long discussion, but I think that it is a relevant information to add, even just a hint, like, for example
An offshoot of a forgotten nomadic civilization, the Dunefolk humans lay claim...
- Pentarctagon
- Project Manager
- Posts: 5564
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Dunefolk(previously Khalifate) race description
All of the units say "Dunefolk Human" in the sidebar, so I'm not sure saying it in the description as well adds much. If it were added though, I would swap it around, so:
An offshoot of a forgotten nomadic civilization, the human Dunefolk lay claim...
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Dunefolk(previously Khalifate) race description
Sure, swapping it around is equally good. Still I believe it should be mentioned, also to avoid misunderstanding and confusion. I mean that someone could understand the Dunefolk to be the name of the race (as it could be Elf or Orc), rather than that of a different human civilization.Pentarctagon wrote: ↑April 19th, 2018, 6:52 am All of the units say "Dunefolk Human" in the sidebar, so I'm not sure saying it in the description as well adds much. If it were added though, I would swap it around, so:An offshoot of a forgotten nomadic civilization, the human Dunefolk lay claim...
Re: Dunefolk(previously Khalifate) race description
I actually think it sounds better as "Dunefolk humans".
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?