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Topic: Paul´s Art Corner
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Tagged: Universal Mod at Battle Brothers
- This topic has 1,775 replies, 175 voices, and was last updated 11 months, 2 weeks ago by Zaxxsel.
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15. April 2016 at 16:30 #14157PsenBattleKeymaster
Hey there,
more weapons/armors/enemies/quests etc etc sound awesome, but I am afraid it’s not really an option to ditch the combat environments to add more random content and just fight every fight on a green meadow. I personally prefer fighting in an actual snow environment than having 85 instead of 80 weapons to choose from :)The combat environment was planned from the very beginning of the project and right now is the time we are implementing it. Contracts, game mechanics and content in general is all planned and will be worked on when we finished this task.
Cheers!
15. April 2016 at 19:28 #14159CubaParticipantSounds serious.) And nice to hear that the devs know what they want.)huge huge progress from what it was last summer. But it is worth remembering that in this game cannot become the undisputed champion of game play, you can just come to the state when there is nothing more to want:) it’s like WoW) the same sandbox.) And armor / weapons is a central feature of the game, something that is very different from all that is, the uniqueness of the game and your heroes as contracts) And since really a lot of work and few pictures, question: for you personally there is a difference working on this project and those that were before?)
16. April 2016 at 10:11 #14164rohirrimelfParticipanthi guys,
Today i saw the first screenshots about battle brothers on IGN, read a few things on this website and steam and bought the supporter edition.
Love the artstyle. I am a big fan of these type of games.Will write a review on steam once i played a good number of hours.
Now let`s play the game :)
16. April 2016 at 17:46 #14168dltosterParticipantFortifications on a tactic map have a higher priority in my expectations rating then halberds, mauls and bastards. But the top priority is 13th member of company.
28. April 2016 at 16:39 #14536PsenBattleKeymasterHey guys,
heres what I am working on right now. The first thing is objects to depict certain locations on the combat maps.
Heres some camp objects for example:
Far more interesting: Objects occupying more than 1 combat tile. Due to the way our game engine works we had to be creative to find a solution to make this work. Heres how we are doing it. We are cutting up the object into pieces and put them back together when the combat map is generated.
This is only a sketch for a tent, so nothing spectacular yet :) But theres more to come!
Cheers
28. April 2016 at 18:22 #14541MalthusParticipantThis looks really promising. I enjoyed the new biomes in battle already and look forward to get my hands on those new site features when they are ready. But those multi tile features like the tent do come with double work as you have to do a second picture for the view from behind the tent when changing from the south to the north perspective. Just using the same graphic for the other perspective would feel kind of odd and immersion breaking. One second your merc would stand right before the entrance and then you change the view and he would be behind the tent.
"I am a Paladin!"
>OMG, Malthus, there are no damn paladins in Battle Brothers...<
"OK, OK! Then I´m a wrecked down minstrel drunkard pretending to be a paladin, singing so wrong in the midst of battle that even the undead run in fear... Better?!"29. April 2016 at 00:44 #14543AlexanderParticipantHey thanks for doing these. Your work is amazing.
29. April 2016 at 20:39 #14556Love GunParticipantFar more interesting: Objects occupying more than 1 combat tile. Due to the way our game engine works we had to be creative to find a solution to make this work. Heres how we are doing it. We are cutting up the object into pieces and put them back together when the combat map is generated.
Hey Paul,
is this also the solution for multi tile enemies?And another thing: Seeing the pictures, I thought, it would be a cool thing, that would add to the atmosphere, if sometimes fitting weapons, that would be usable, would lie next to certain objects(or could be “looted” from them), e.g. a wooden stick from a camp fire, an axe from the split-wood-object or a knife or butchers’ cleaver from a table.
PS: Have you got more info about the Goblin Longaxe http://vignette2.wikia.nocookie.net/battlebrothers/images/7/7c/Goblin_weapon_05.png/revision/latest?cb=20160328164328 and the Shaman Staff http://vignette2.wikia.nocookie.net/battlebrothers/images/d/d6/Goblin_weapon_06.png/revision/latest?cb=20160328164243 ? ^^
2. May 2016 at 11:35 #14570PsenBattleKeymasteris this also the solution for multi tile enemies?
Unfortunately that will take a little more effort, we have to tackle one thing after the other. Its not off the table though.
that would be usable, would lie next to certain objects
I thought exactly the same while painting the wood chopping block :) We would have to decide how it works though, as its not very spectatuclar if we just spawn a bag of loot next to it where you can find an axe….
The Goblin Longaxe never got into the game, as we do not think theres a clear place for it in the goblin equipment set.
We have this baby in our back hand. It’s almost done, but I cant tell you when it will be added to the game, as our focus lies elsewhere at the moment.
2. May 2016 at 11:38 #14571PsenBattleKeymasterlike the tent do come with double work as you have to do a second picture for the view from behind the tent when changing from the south to the north perspective.
Unfortunately thats the case :) On the other hand our units also only show one side. We’ll try a few things and then see how we handle it.
Cheers
3. May 2016 at 13:26 #14575UlrichParticipantDamn, i love your art!
All life's problems can be solved with a bayonet charge.
7. May 2016 at 17:10 #14719Lannister86ParticipantNice work with the camp objects! Are their any concepts for fortress tiles like walls or towers or buildings in general you could show us?
Btw. think about some game of thrones stuff in the game. :D
27. May 2016 at 17:25 #15499Asterix_von_TWCParticipantHi Paul! Nice preview but I feel very strongly about one thing:
In the battle UI you should not use wood for the character panel, it should be paper, otherwise its too much brown on brown and doesn’t look nice and is hard to see. I am attaching the screen of the image I mean (bottom right corner)
Attachments:
28. May 2016 at 05:02 #15502OldGreyBeardParticipantPsenBattle Wrote:
Unfortunately that will take a little more effort, we have to tackle one thing after the other. Its not off the table though.
That’s nice to hear. Bears and boars (dire types?), just to mention the “mundane” beasties, come to mind as being nice mutli-hex candidates.
PsenBattle Continues:
I thought exactly the same while painting the wood chopping block We would have to decide how it works though, as its not very spectatuclar if we just spawn a bag of loot next to it where you can find an axe….
The Goblin Longaxe never got into the game, as we do not think theres a clear place for it in the goblin equipment set.
We have this baby in our back hand. It’s almost done, but I cant tell you when it will be added to the game, as our focus lies elsewhere at the moment.
I don’t think you can have enough axes! 8-D It’s just sweet looking.
Totally beside the point, as Asterix_von_TWC mentioned earlier, I agree that the wood background in the combat queue is not a great choice. While it may be a hardcoded item, it would be easier on the eyes to have the combat queue either “parchment” or “white oak” color.
(Whew!! That’s the last time I try to mess w/ quote and blockquote tags! My HTML is just too dang rusty!!)
In a single player game, there's no such thing as cheating. It's merely "creative manipulation of the default settings"!
2. June 2016 at 09:46 #15517PsenBattleKeymaster -
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