New saurian units

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Talentless
Posts: 28
Joined: June 10th, 2015, 6:43 am

New saurian units

Post by Talentless »

This thread aims to discuss sprites and animations for new potential Saurian units including:
  • Lv3 upgrades of the augur tree.
  • Alternative skirmisher upgrades.
You can check the progress of the individual units in these pull requests:
  • #6905: new skirmisher alternative upgrade branch. Mixed fighter with some defensive capabilities.
  • #6911: level-3 upgrades of the augur tree.
  • #6912: optional alternative skirmisher upgrade for campaigns and UMC. Focused on ranged attacks.
Current unit sprites can be found in this add-on.

---

Initially I'd like to discuss the sprites of the new augur final upgrades. I feel like it's the least controversial change that already proved quite useful for soon-to-be-official campaigns. The current sprites are not quite simple recolors, but they might need to be a bit more distinctive to match mainline quality. Perhaps a slight pose change or a subtle enlargement of the sprite (similar to Ambusher > Flanker) might do the trick.
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seer.png
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seer-ne-bob1.png
seer-ne-bob1.png (915 Bytes) Viewed 789 times
prophet-ne-bob1.png
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prophet.png
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doofus-01
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Re: New saurian units

Post by doofus-01 »

Judging the level 3 magic saurians by how differentiated they are by testing your add-on in the scenario editor:
- The prophet is good as is. The color and hat make it different enough, though maybe the staff could be a little gaudier.
- I'm less sure about the seer. This is an alternative proposal for the seer - I'm not completely convinced of it, but I think it would be more easily distinguished on the map.
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saurian-demo.png
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Helmet
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Re: New saurian units

Post by Helmet »

My 2 cents: if one had its tail curved downward, it would change the profile and make it appear more distinct.
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Talentless
Posts: 28
Joined: June 10th, 2015, 6:43 am

Re: New saurian units

Post by Talentless »

doofus-01 wrote: October 29th, 2022, 11:57 pm - The prophet is good as is. The color and hat make it different enough, though maybe the staff could be a little gaudier.
I've used the Flanker's palette for the weapon: golden base, silver tip. Both staves that I've proposed were supposed to match Flanker's general style, since it's the only level-3 Saurian unit for now.
doofus-01 wrote: October 29th, 2022, 11:57 pm - I'm less sure about the seer. This is an alternative proposal for the seer - I'm not completely convinced of it, but I think it would be more easily distinguished on the map.
The gem on the forehead seems a bit too bright, I'd probably go with something halfway through between our proposed sprites in terms of the headgear. I do like the new pauldrons. I'll try to propose another version this week.
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doofus-01
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Re: New saurian units

Post by doofus-01 »

Helmet wrote: October 30th, 2022, 12:39 am My 2 cents: if one had its tail curved downward, it would change the profile and make it appear more distinct.
Yeah, a slight change in pose would help. These saurians do move around a lot, so maybe differentiation can be found in the standing animations as well.
Talentless wrote: October 30th, 2022, 6:55 am I've used the Flanker's palette for the weapon: golden base, silver tip. Both staves that I've proposed were supposed to match Flanker's general style, since it's the only level-3 Saurian unit for now.
General style seemed OK, I just thought it could go further.
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| Abandoned: Tales of the Setting Sun
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Talentless
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Joined: June 10th, 2015, 6:43 am

Re: New saurian units

Post by Talentless »

doofus-01 wrote: November 5th, 2022, 12:34 pm Yeah, a slight change in pose would help. These saurians do move around a lot, so maybe differentiation can be found in the standing animations as well.
I've changed the tail to face downwards. I will also adjust the idle animations. Defend, magic and melee frames will also likely require some changes.

I've also made the gem and its golden trim a bit darker for consistency with the flanker headgear. Let me know what you think.
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doofus-01
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Re: New saurian units

Post by doofus-01 »

Looks reasonable to me, though it's hard to tell how significant the tail change will end up being, given the animations and north-facing frames. Looking forward to seeing what you do with those. Thanks.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
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