Author Topic: Delver's Drop Official Art - WIP  (Read 20869 times)

Ryan Baker

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Re: Delver's Drop Official Art - WIP
« Reply #60 on: January 22, 2014, 11:06:03 AM »
As for sizes - We could easily scale the characters larger or smaller, but it would probably break some things with weapon collision, since some characters would have a longer or shorter reach (visually), but the weapon collision data would be the same. I might try an experiment at some point, but I don't think we'll be able to pull it off. The only other way to do it would be to give each character a completely unique skeleton, which would take too much time/work. I've been trying to compensate a bit by making some characters look taller by the way their head is drawn and where it's placed.

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Ryan Baker

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Re: Delver's Drop Official Art - WIP
« Reply #61 on: January 22, 2014, 03:27:26 PM »
Beastkeeper rotation from the livestream!

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Quady14

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Re: Delver's Drop Official Art - WIP
« Reply #62 on: January 22, 2014, 05:26:11 PM »
Oho! I really like the detail of the ponytail. These rotations give some great depth to each new character's design. :)
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Vasae

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Re: Delver's Drop Official Art - WIP
« Reply #63 on: January 28, 2014, 10:13:30 AM »
Picture of weapon quality that Mr. Baker sent me. The flavor text is brilliant.


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Re: Delver's Drop Official Art - WIP
« Reply #64 on: January 28, 2014, 10:27:27 AM »
Had to laught at fabulous (insted of fabled). I guess that's the rarity every car item will have. :P

So unique weapons also all have different tiers?

Ryan Baker

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Re: Delver's Drop Official Art - WIP
« Reply #65 on: January 28, 2014, 01:54:44 PM »
Each weapon "instance" has a default tier. So we might have say 20+ knives, with a fairly even distribution of knives per tier. So let's just say that there are 2 knives at tier 0, 2 knives at tier 1, etc. Then once we start adding the randomized property terms (prefixes and suffixes like Diablo), those terms will modify the weapon's tier up or down, depending on whether the random property is improving the weapon or making it worse. In the sub-menu ZillieZephyr (Matt) is working on, it will show the aggregate final tier of the weapon (all random properties included) so you have a general baseline for weapon quality / rarity / power and comparison to other weapons. We'll also show a lot of other stats so you can know how the weapon will behave. It will be a while before this menu is finished though - probably March-ish.

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Zillie

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Re: Delver's Drop Official Art - WIP
« Reply #66 on: January 28, 2014, 02:00:09 PM »
Wanna know how much of a tease I am? Here's a 100px preview.
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Zillie

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Re: Delver's Drop Official Art - WIP
« Reply #67 on: January 28, 2014, 02:01:50 PM »
I keed, I keed. Here's a better screen shot. Obviously, we're still getting the style established here. Otherwise, this is the general layout of the weapons sub-menu.

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Quady14

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Re: Delver's Drop Official Art - WIP
« Reply #68 on: January 28, 2014, 04:06:27 PM »
That is a most fabulous weapon info sheet. Perhaps one of the most fabulous I have ever seen. I love the misc. info at the bottom... So will it be possible for unique weapons to make little noises when you miss, like a nasty little cackle or something? I would love that. I think weapon mods are going to be a hell of a lot of fun to make if this example is any indication of the possibilities. :P
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Re: Delver's Drop Official Art - WIP
« Reply #69 on: January 28, 2014, 04:21:04 PM »
That is a most fabulous weapon info sheet. Perhaps one of the most fabulous I have ever seen. I love the misc. info at the bottom... So will it be possible for unique weapons to make little noises when you miss, like a nasty little cackle or something? I would love that. I think weapon mods are going to be a hell of a lot of fun to make if this example is any indication of the possibilities. :P

The love of spreadsheets bleeds over into the sub-menus.

Zillie

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Re: Delver's Drop Official Art - WIP
« Reply #70 on: February 07, 2014, 03:53:52 PM »
Here'e that shiny new 360° gif
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Zillie

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Re: Delver's Drop Official Art - WIP
« Reply #71 on: February 12, 2014, 03:40:20 PM »
A little tease for you hehehehehehe
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Deltius

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Re: Delver's Drop Official Art - WIP
« Reply #72 on: February 13, 2014, 01:11:52 AM »
We'll release some official bios for the characters down the road, but here's a short version - the Beastkeeper loves and respects nature, and keeps company with animals. She has some power over them (kind of like hypnosis), and therefore in Beastkeeper culture, the superiority of humans over animals is not in question - there is no such thing as animal rights. If a Beastkeeper needs meat for food or furs for clothing, she will take a beast that is least necessary to a pack, yet serves her purpose. She will take no more or less than she needs. Beastkeepers are also true to their own feelings, impulses, and emotions and keep them in balance. They will indulge in some luxuries or recreations (jewelry, food, drink, etc), but never in excess. They are fairly nomadic, and often live in small gypsy-like communities as families. Young adult Beastkeepers often go out into nature alone until they have children and settle into a nomadic group.
I really lovvee this! And her new model!  The Beastkeeper is right up there with Musketeer as my favorite classes so far!  Can't wait to play them!
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Re: Delver's Drop Official Art - WIP
« Reply #73 on: February 13, 2014, 03:14:54 AM »
The final versions of the Delvers are really neat. Will the elementalist get such makeover as well?

Ryan Baker

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Re: Delver's Drop Official Art - WIP
« Reply #74 on: February 13, 2014, 10:33:11 AM »
I rather like the elementalist as he is right now, but I will be doing some tweaks. Possibly changing the cape color, redrawing some things so that he appears in a more top-down perspective.

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