Topic: Paul´s Art Corner

  • Author
    Posts
  • #1868
    Avatar photoJago
    Participant

    Very sweet indeed! Thanks for so much eye-candy today.

    #1869
    Avatar photoTrig
    Participant

    @Trig: This may look somehow familiar to you

    Impressive! :D
    But Teofric, who was the chronicler in Bogenheim at the time, actually wrote of Tristram Abbey, which is, as you well know, a wee bit north of Bogenheim. :p

    #1871
    Avatar photoMashed Zombie
    Participant

    The mockups look promising. And the sword looks awesome too!

    #1872
    Avatar photoJaybanger52
    Participant

    Do you have any plans on adding lighting to the game?

    Those dungeon maps look awesome, however will I need to equip torches to be able to raid?

    #1873
    Avatar photoRap
    Keymaster

    Yes, it’s something I’ve wanted to experiment with for a while. No promises on whether it ultimately ends up in the game, though. And no idea yet if you’ll actually end up needing torches or if it’ll be just for ambience.

    Overhype Studios - follow us!
    Facebook Youtube
    Twitter

    #1874
    Avatar photoJaybanger52
    Participant

    I think it would be cool, however I guess it would be hard to balance giving up shields or something to equip a torch.

    #1983
    Avatar photoGOD
    Participant

    Just thought I’d throw out a compliment for the art design that we’ve seen so far. It really fits the tone of the game that you seem to be making. Stuff like the humans actually looking somewhat like normal humans despite the stylised graphics, rather than hardened super soldiers. No rippling musculature with biceps the size of people’s heads. It’s also nice that they don’t look like heroes who will inevitably overcome all the odds and more like determined people who might well be in over their heads.
    Kudos also to how it enhances the gameplay. For example: looking at a fight between orcs and humans it really looks like the humans are physically outclassed, while the gameplay reinforces this. This makes the orcs way more intimidating than if they were just covered in SKULLS SKULLS SKULLS! SHOULDER PADS! SPIKES! SKULLS ON SPIKES! SKULLS ON SPIKES ON SHOULDERS!

    Are there more plans for the character skins reflecting gameplay in a way that matches the lore? Like for example, a young orc who is a bit older and more experienced than another young orc (higher level) having a slightly darker skin tone? That could also serve as a visual cue for the player on which orcs might pose a particular threat.

    Also, will there be more character skins for enemy factions to diversify the enemies as development progresses, like with the humans?

    #2014
    Avatar photoPsenBattle
    Keymaster

    Hey GOD,
    thanks a lot for the backup. You can probably imagine that I’m getting a lot of heat sometimes for the “bobbleheads” :)

    Regarding your questions, enemy busts work exactly the same way as the Brothers busts. So I can freely switch around heads, bodies, armor and add haircuts, beards…whatever. The only reason why most enemies dont have head variations is time constrains on my side. So eventually all enemies will look as diversified as the Battle Brothers. Of course I’m also planning on adding more different armor and gear to all factions, especially the bandits need their very own set of gear to separate them more from the brothers.

    Cheers!
    Paul

    Overhype Studios - Let´s roll!

    Facebook Youtube
    Twitter

    #2389
    Avatar photoHoly.Death
    Participant

    I didn’t even know you guys plan on making enemies vary even more. That’s very ambitious of you. I was amazed when my useless guys died while failing to do their job and rose as undeads short time after being killed. With the exact equipment they had and armor in the exact state they had the moment they died. Well, maybe I wasn’t “amazed” (more like “So, you miss him for 10 turns, die and then fight me, using my own equipment I gave you? You ungrateful bastard!”), but it was aesthetically pleasing to see world being detailed on such level. Both graphically and mechanically.

    I do like the mockups of new environments. I wasn’t aware there is so much missing to the game as it feels very polished on graphical side of things. Whoever does your artworks and in-game visuals (Paul does, I guess?) is doing a lot of good work.

    #2390
    Avatar photoPsenBattle
    Keymaster

    Thanks man, I take all that credit to my name :)

    Overhype Studios - Let´s roll!

    Facebook Youtube
    Twitter

    #2465
    Avatar photoXoatl
    Participant

    Psen, the art style in the game is amazing. I took a look at the new locations and I’m excited to battle on them. The first one, what looks like a village (and the orc boss) is what I was hoping for from the game. Like mount and blade when you are chasing or being chased by people on the map you always want to lead the opponents to a favourable battle location if you can. I’ve used the militias more than a handful of times to save my ass (sometimes there’s orc raiders already raiding when I show up). So I’m eager to fight alongside them next to their homes and in their farms instead of the current dull road. If I have a battle on a map bridge will it and the river be larger during the encounter than the stream in the pic? The snowprints are a nice touch, I want to see what kind of effects the game will have, if you fight in a blizzard do the tracks gradually disappear? In the last picture of the dungeon do you need to have a member (or more) with a torch in the offhand? I’ll be checking back regularly to see how the cemetaries and ancient battlefields will look, as well as how the orc (and goblin) camps will look. Thanks for all the hard work, I hope you get a fair share of the shekels coming in.
    Edit: About the musculature, I’d like to see characters look slightly shorter if they have the respective trait or thinner with fragile (or fatter with fat/more muscles with strong). Just slight adjustments would be cool, not enough to be distracting (bigger than an orc warrior) but enough to add another identifier to the unique party members. I noticed cultists have tattoos so this isn’t a stretch.

    #2526
    Avatar photoPsenBattle
    Keymaster

    Hey Xoatl,
    Thanks for the compliment.
    Snow: we dont know yet how much work it would be to make the footprints disappear after a while. But we’d like to do that
    If you need torches in a dungeon is also not decided yet. I honestly would say yes, otherwise it would be pitch black in there.

    Regarding the muscles: different textures would be easy allthough you’d only see them if the bro has no shirt on. Variations in body shape would also mean variations in the size of the according armor sprite on top of that. That would mean I’d have to adjust every armor to every body shape variation, thats a lot of wok. So that wont be happening ;)

    Overhype Studios - Let´s roll!

    Facebook Youtube
    Twitter

    #2589
    Avatar photoPsenBattle
    Keymaster

    I just realized I never before posted this, so here you go!

    Goblin

    Overhype Studios - Let´s roll!

    Facebook Youtube
    Twitter

    #2711
    Avatar photoOmar
    Participant

    Hello Paul :) How are you? I hope well.
    I love your artwork and I love this game.
    could you create Greek models?
    for example:
    armor
    helmet
    that would be great.

    Attachments:
    #2722
    Avatar photoPsenBattle
    Keymaster

    Hi omar,
    Thats not gonna happen. Allrhough there are a lot of fantasy influences, most human equipment will be based on the time period of rhe year 900 to 1300.

    Cheers!

    Overhype Studios - Let´s roll!

    Facebook Youtube
    Twitter

Viewing 15 posts - 151 through 165 (of 1,778 total)
  • You must be logged in to reply to this topic.