Dunefolk Rework - Extra Units

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Celtic_Minstrel
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Re: Dunefolk Rework - Extra Units

Post by Celtic_Minstrel » May 30th, 2019, 12:23 am

Alright, but I'll also point out that your sprite does not look like it's gonna be thrown as a frisbee. Maybe that's something that would become clear once it's animated, but that pose kinda looks to me like he plans to throw it vertically, rather than horizontally.
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Re: Dunefolk Rework - Extra Units

Post by Pentarctagon » May 30th, 2019, 2:20 am

It would make for a neat standing animation, if nothing else.
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Re: Dunefolk Rework - Extra Units

Post by Caladbolg » May 31st, 2019, 1:53 pm

About the nagas you posted in the other thread: I prefer the one with two chakrams but the other one is good as well.
I don't think holding a chakram with a full grip is an issue - it may be for humans, but nagas have scales that could protect them, so we can hand-wave that away.
For level 3, having chakrams around the arms as bracelets, and rings around their neck or tail as decorative elements would be cool.

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Re: Dunefolk Rework - Extra Units

Post by scio-nullus » June 1st, 2019, 1:10 pm

I do not think cutting off your own hand (with a chakram) would be very clever. But a symbolic ring would look nice.
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Re: Dunefolk Rework - Extra Units

Post by Celtic_Minstrel » June 1st, 2019, 11:55 pm

Nagas may have scales, but scales are not some magically hard substance that repels blades. They might be able to hold off teeth and the like, but a sword should not have much trouble piercing them. In fact they're probably not that much tougher than fingernails, given that they're made of similar substances.

On top of that, it's very likely that the scales on the palm of a naga's hand are softer than most on their body (though this doesn't have to be the case, of course, but it makes logical sense).
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ghype
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Re: Dunefolk Rework - Extra Units

Post by ghype » June 6th, 2019, 10:23 am

current design for the lv3 chakram naga. obvious things still need work such as recolour, shadow, arm rings (TC) and adjusting the cloth of the lv2 to the lv3 cloth.


naga-lv3-chack-2.png
naga-lv3-chack-2.png (6.63 KiB) Viewed 638 times


Furthermore, I provided a complete overview of the lv ups, as gave the old headwear of the lv3 dual naga to the new lv3 chakram naga and drew a new headwear for the dual naga.


naga-lv3-8-comparison.png
naga-lv3-8-comparison.png (20.99 KiB) Viewed 638 times


thoughts?
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josteph
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Re: Dunefolk Rework - Extra Units

Post by josteph » June 6th, 2019, 1:30 pm

Most units are depicted with their weapons drawn. A unit with a sword holds the sword in one hand, not sheathed. A unit with a bow holds the bow in one hand, not slung across the shoulders. The stance of the new chakram lvl3 feels more relaxed than other units' stances. Maybe because it holds both arms lowered? :hmm:

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Re: Dunefolk Rework - Extra Units

Post by ghype » June 6th, 2019, 1:45 pm

josteph wrote:
June 6th, 2019, 1:30 pm
Most units are depicted with their weapons drawn.
That is true, but this doesn't work for hybrid units. With Rover being the first real hybrid unit introduced to default, we can see that Sleepwalker choose to display him with melee stance even though in-game he is used for its ranged attacks most of the times. For the Lv2 Explorer and the Lv3 Ranger Sleepwalker actually managed to display both weapons drawn, but I would count them as an exception as you cannot do that all the time.
With the new Dune Naga Lv1 too being a hybrid unit ...

josteph wrote:
June 6th, 2019, 1:30 pm
The stance of the new chakram lvl3 feels more relaxed than other units' stances. Maybe because it holds both arms lowered? :hmm:
Yes, it does. I could angle his left arm a bit upwards but not too much. However, it was intended to have a more calm stance as a Lv3 unit is should be more experienced. But if others think he really is too relaxed, I can certainly change that.
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Re: Dunefolk Rework - Extra Units

Post by josteph » June 6th, 2019, 1:57 pm

ghype wrote:
June 6th, 2019, 1:45 pm
That is true, but this doesn't work for hybrid units.
I'm not asking to portray the naga with two weapons drawn, or with one melee chakram and one ranged chakram.
ghype wrote:
June 6th, 2019, 1:45 pm
Yes, it does. I could angle his left arm a bit upwards but not too much. However, it was intended to have a more calm stance as a Lv3 unit is should be more experienced. But if others think he really is too relaxed, I can certainly change that.
Understood and agreed. Thanks.

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Re: Dunefolk Rework - Extra Units

Post by Xalzar » June 6th, 2019, 6:54 pm

ghype wrote:
June 6th, 2019, 10:23 am
thoughts?
My eyes are a bit wet from the appreciation... :cry: :D

I too had the small nitpick about the level 3, so I will not repeat it. But I won't throw a fit even if it remains as it is now.

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Re: Dunefolk Rework - Extra Units

Post by Pentarctagon » June 7th, 2019, 1:44 am

I don't think the relaxed stance is necessarily a problem. There is precedent as well with the Lancer and the General, for example.
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Re: Dunefolk Rework - Extra Units

Post by ghype » June 7th, 2019, 8:34 am

Another example would be Elvish Hero/Captain and Elvish Champion/Marshal
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Re: Dunefolk Rework - Extra Units

Post by josteph » June 7th, 2019, 6:52 pm

Fair enough.

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Re: Dunefolk Rework - Extra Units

Post by ghype » July 7th, 2019, 4:27 pm

Final Update for Extra Units:

Lordlewis and me finished the TC on the Shieldbreaker liner. Also improved some things here and there. The naga's now all are finally coloured in the right palette and the lv3 Chakram got a weapon update. One hand he wields a bladed chakram for ranged combat and one chakram with a grip for better melee combat. The lv3 dual Naga got his weird left shoulder fixed as well.


_shieldbreaker-lv3-13-comparison.png
_shieldbreaker-lv3-13-comparison.png (11.53 KiB) Viewed 223 times

naga-lv3-chack-4-comparison.png
naga-lv3-chack-4-comparison.png (21.55 KiB) Viewed 223 times


Skirmisher Lv1 - 7A
- darker outlines
- potentially remove leg pads or improve shading
- TC missing


Strider Lv2 - 7B
- rework the entire skirt
- TC missing


Harrier Lv3 - 7C
- TC missing

Naga Slasher Lv2 - 6F
- potentially redraw bow

Naga Executioner Lv3 - 6G
- fix shoulder pad perspective
- clean up / improve body straps
- clean up blades
- potentially redraw bow


Naga Ringcaster Lv2 and - 7F
- add shadow
- fix recolour properly
- recolour clothing


Naga Bladewind Lv3 - 7G
- add shadow
- add TC arm rings
- fix recolour properly
- recolour clothing
- attach blades to chakram
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Re: Dunefolk Rework - Extra Units

Post by The_Gnat » July 11th, 2019, 4:33 am

Great work that is looking fantastic! I will get to work on finishing the git-hub version!

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