PsenBattle's Replies

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Viewing 15 posts - 376 through 390 (of 766 total)
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  • in reply to: Paul´s Art Corner #7211
    Avatar photoPsenBattle
    Keymaster

    Like so:
    (remember these banners are just roughs. I will overpaint them for the final versions)

    rose

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    in reply to: Paul´s Art Corner #7185
    Avatar photoPsenBattle
    Keymaster

    Hey guys,
    Weekend is family time for me at the moment, I dont even have my computer with me :)
    I will give you what you need on monday morning!
    Just feel free to post more questions etc and I will answer on Monday.

    Asterix: If my humble heraldic knowledge is correct that would be “Gules a heraldic rose proper” :)
    Shouldnt be too much issue to get that in, looks cool.

    Cheers!

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    in reply to: Paul´s Art Corner #7123
    Avatar photoPsenBattle
    Keymaster

    Also want to ask if they are permanent and could be rebuild/resettled after being raided and destroyed? Can ruined/abandoned locations can be infested by beasts/zombies/bandits/other enemies?

    The attached location can be burned down or occupied by enemy forces. To reactivate the location, in some cases the player would have to escort a caravan and workers to the location to rebuild it, in other cases he would have to fight the occupants and liberate the location.
    We are not decided yet if you can liberate/rebuild locations whithout accepting a contract to do so first, but we will see.

    Cheers!

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    in reply to: Paul´s Art Corner #7122
    Avatar photoPsenBattle
    Keymaster

    But again, those were helmets of a different time (pike and shot), so I doubt they’ll be included.

    True, the Morion is too far out to be included :)

    On another note: really liking the attached location artwork idea. Will you be drawing connections between the settlements and their locations (roads, dirt paths)? Will any of those locations (like hunting lodges) appear in the forest, or in the hills or mountains (mines)? And do you know if we’ll see monasteries?

    We will start with the real visual implementation once we have all the coding done for exact distribution. Of cousre settlements will be connected by dirt roads, we will see about the attached locations.
    All attached locations will only appear in the according environments. Of course fisherhuts will only exist near the coast, while a lumbercamp would not appear on open plains and so forth.
    We have a brewery planned, I didnt paint the asset yet, but my plan is to make it a monastery with the monks taking care of providing the brew :)

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    in reply to: Paul´s Art Corner #7121
    Avatar photoPsenBattle
    Keymaster

    especially with the new factions. Will they bring items specific to them?

    I would absolutely love to do this. We are discussing to add some more weapon and armor variants to have a real visual and stylistic difference between the factions.
    Before we get to that though we have to concentrate all ressources on the worldmap and the faction/contract system itself. When we implemented that we can get to the bonus eye candy :)
    It wouldnt make any sense to focus on the details before we tackled the real big issues.

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    in reply to: Paul´s Art Corner #7120
    Avatar photoPsenBattle
    Keymaster

    Im Back!
    Here goes:

    I would really love to see some Rus armors and particularly helmets.

    Absolutely planned. The reason for not showing any style like this yet is, that I dont want to “waste my ammunition” in case we will be doing a “norse expansion” for the game. Cant promise anything though. It will depend on our full release success if we can produce the expansions.
    btw my very own LARP armor is somewhat Rus inspired:
    Paulsen Armor

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    in reply to: Paul´s Art Corner #7048
    Avatar photoPsenBattle
    Keymaster

    Thanks for the compliment and I’m glad you enjoy the game!
    The helmet styles you mentioned would indeed make for a nice addition if you mean smth like this:
    Helmets

    Unfortunately right now there is no time for fancy stuff, but these are definitely on my list. As well as painted versions of the normal helmets. We’ll see if I get the opportunity to work on that during the faction implementation on the new worldmap.

    Cheers!

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    in reply to: Paul´s Art Corner #6997
    Avatar photoPsenBattle
    Keymaster

    Thanks man!
    I try to stick to a low power look. Its something you dont see very often surprisingly :)

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    in reply to: Paul´s Art Corner #6980
    Avatar photoPsenBattle
    Keymaster

    you could depict some events happening in the city with each visit

    Sounds fun :) Its just that my time is so limited, that I most likely will not get the chance fr a lot of eye candy. But never say never :)

    Another possibility as you mentioned “Events” would be to at least have a little artwork for each Event happening, so its not only text anymore.
    But as we are already at around 60 events in the game and 40 more in the works, its a huuge pile of work for just one guy (me) :)

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    in reply to: Wootz Damascus and Pattern-Welded blades #6979
    Avatar photoPsenBattle
    Keymaster

    Hey Drygord,
    this sounds like an interesting twist to a crafting mechanic. Especially as I havent really seen something like it yet.

    Utilising this system I believe would make for an awesome feel of authenticity and also allow stronger tiered weapons without resorting to high-fantasy adamantium light sabers etc.

    True!

    I have to say though, that there wont be a crafting system. At least not in the launch version of the game. What I would like to do, is use some of these patterns for a distinctive look on certain legendary or named weapons if I find the time.

    Cheers!

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    in reply to: Paul´s Art Corner #6964
    Avatar photoPsenBattle
    Keymaster

    Is Karnstein really a city?

    No, not at all :)
    Thats just placeholder graphics. This isnt a screenshot as well. I just slashed together some images in Photoshop :)

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    in reply to: Paul´s Art Corner #6962
    Avatar photoPsenBattle
    Keymaster

    And will we be able to tell what sort of job we’re about to get depending on what the employer looks like?

    Most probably not. The reason is that the singular figures on the screen will be so tiny that we will only show groups of people.
    Contracts will not be taken by clicking on individuals standing around but through other interface interaction (work in progress).

    On top of that the amount of contracts will increase so drastically that it would be too much work to paint different employers for each contract.

    So basically speaking the whole system will work differently. Cant give you any details yet, but we will cover this in a blog post eventually :)

    Heres a screen of how tiny the people wil be:
    mockup

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    in reply to: Paul´s Art Corner #6834
    Avatar photoPsenBattle
    Keymaster

    Thanks man!
    When everything goes to plan there will be a lot more to loot than just Armors :)

    By the way, here are some (of many) people to populate the village screens. Dont be fooled by the low polish, these figures will be really tiny ingame.

    mercs
    militia

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    in reply to: Paul´s Art Corner #6829
    Avatar photoPsenBattle
    Keymaster

    Battle Brothers 2 will be set in Ancient Roman times?

    You have to be happy with the ancient skeleton desgns for now hehe.

    Will those buildings also have different versions depending on how well supplied the city is?

    Thats not planned at the moment. We are still reworking and implementing the overall worldmap mechanics. Until this is done and final I will focus on filling in all the blanks before getting to the bonus stuff :)

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    in reply to: Paul´s Art Corner #6812
    Avatar photoPsenBattle
    Keymaster

    What sort of sources of inspiration will you be using for your building art?

    Regarding reference for weapons, equipments and characters my first stop are always the illustrations by Angus Mcbride done for the Osprey books. Hands down the most authentic and best researched pictures.

    Regarding buildings it gets a little more complicated. I find it extremely difficult to get authentic references for huts and wooden buildings in general. Castles and other things still standing today are a lot easier of course.
    So I look at a lot of pictures and then just make up my own stuff.

    In the village screens all buildings share a western european vibe.
    Theres a bit of a visual progression going on depending on the size of the settlement. While small settlements feature low wooden huts (which look pretty nordic) the bigger settlements will feature bricks and half timbering giving a more high medieval look.

    If we get to different cultures in future add ons the village screens will feature the according architecture of ourse. So until now all settlements look very generic western medieval, so that I can still go full nordic or eastern with future building style.

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Viewing 15 posts - 376 through 390 (of 766 total)