Dunefolk Rework - Extra Units
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- artisticdude
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Re: Dunefolk Rework - Extra Units
Hi there!
Really love what you've been doing here, been reading through this thread, and your artwork is consistently awesome!
Regarding the shieldbreaker line, if I may offer some critique, I see a few (albeit nitpicky) things that could be improved for the lvl 1:
Again, great work here, I really like everything you've got going on here!
Really love what you've been doing here, been reading through this thread, and your artwork is consistently awesome!
Regarding the shieldbreaker line, if I may offer some critique, I see a few (albeit nitpicky) things that could be improved for the lvl 1:
- The left (our left) leg is proportionately smaller than the right leg, and both legs have a bit of pillow shading on them.
The hand holding the spear is a bit muddled.
Not sure if the unit is supposed to be male or female (it's been many years since I began my current hiatus from Wesnoth, so I'm not sure what the unit is even called), but assuming it's female, I think the waist should be a bit smaller and the hips a bit wider.
The eyes are a bit muddled in the mask/headcloth, which is honestly just something that is going to happen at this scale, but I think it might be worth playing around to try and give a bit more clarity to the eyes.
Again, great work here, I really like everything you've got going on here!
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
- Tom_Of_Wesnoth
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Re: Dunefolk Rework - Extra Units
I have to ask - why is the shaft of the Shieldbreaker's spear blue?
If presented with the opportunity, I would take great pleasure in becoming a world ruler.
Re: Dunefolk Rework - Extra Units
It is based on Sleepwalker's design for the Spearguard from the Base Units. The decision to make it blue as well is part of the weapon overhaul of this faction.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Extra Units
Just did a playtest match in 1.15. The Ringcaster's attack icons are excellent, but the chakram in the sprite seems almost hexagonal, rather than round. Also, when using the ranged attack, the game draws an arrow being fired (probably some default animation?).
Haven't tested the Zephyr.
Haven't tested the Zephyr.
Re: Dunefolk Rework - Extra Units
Both unit lines use wrong projectile. They use "missile" but should use "chakram"
About the sprites, here are the improved versions. The lv2 should look pretty decent with angled chakrams and their perspectives.
I also Improved the lv3 a bit.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Extra Units
Nice, I like them! And I see you added something the lvl3, the chakram in its right hand (the unit's right, viewer's left) has small teeth at 90 degree intervals around the outer edge now.
Re: Dunefolk Rework - Extra Units
Those have been around since the initial PR. Basically the nagas left chakram is for melee, because it has a grip. The bladed chakram is for ranged.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Extra Units
Okay, fair enough. I kinda wonder which way the teeth should point (clockwise or counterclockwise) but I guess you've thought about that
Re: Dunefolk Rework - Extra Units
Technically speaking, shouldn't someone be able to turn the chakram over in their hand and have the teeth point the opposite direction?
Haha, only thought about this for like 5 seconds so I might be incorrect.
Creator of: The Reign of The Lords Era,The Gnats Franken Dungeon.
Re: Dunefolk Rework - Extra Units
Possible? Yes. Likely to be done in the middle of battle? No.
I was assuming the (unit's) right hand throws the chakram in a motion similar to a backhand shot in tennis, in which case, the teeth seem to be pointing the wrong way around. But I could be wrong about this.
I was assuming the (unit's) right hand throws the chakram in a motion similar to a backhand shot in tennis, in which case, the teeth seem to be pointing the wrong way around. But I could be wrong about this.
Re: Dunefolk Rework - Extra Units
The chakram's first purpose is to slice, not pierce. If the blades tip would hit first, then there is not place for the blade's side to have the extra slice.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Extra Units
Sorry for lateness. I do understand that chakrams are for slicing, rather than piercing... but it seems to me that as drawn, they would pierce rather than slice. That's why I'm asking.
In naga-lv3-chack-11.png which you posted above, the tip of the tooth points towards the little finger of the hand. If the chakram is then thrown in a backhand motion, the tip of the tooth will hit first, which would be piercing. That's why I'm asking if the teeth are pointing the wrong way... it's the long curved side of the tooth that's supposed to hit the enemy first, right? Not the point of the tooth.
In naga-lv3-chack-11.png which you posted above, the tip of the tooth points towards the little finger of the hand. If the chakram is then thrown in a backhand motion, the tip of the tooth will hit first, which would be piercing. That's why I'm asking if the teeth are pointing the wrong way... it's the long curved side of the tooth that's supposed to hit the enemy first, right? Not the point of the tooth.
Re: Dunefolk Rework - Extra Units
So you are wondering wether it works more like a shurikan than a saw blade?
It's not supposed to act like a shurikan.
It's not supposed to act like a shurikan.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Extra Units
For some reason one chakram (unit's left) doesn't have teeth. Perhaps one is for slicing and second one is for piercing?