Crispy75
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« Reply #4340 on: July 29, 2015, 01:19:19 AM » |
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Does the "spiderblob" only have that one locomotion mode? Would be great to see it "shuffle" on folded legs and then unfold them gracefully when it needs to get over something, or wade through deep water. WOuld be a nice surprise moment if you caught it in the act.
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JobLeonard
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« Reply #4341 on: July 29, 2015, 05:34:00 AM » |
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Dose legs... omg
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chriswearly
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« Reply #4342 on: July 29, 2015, 07:58:07 AM » |
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Does the "spiderblob" only have that one locomotion mode? Would be great to see it "shuffle" on folded legs and then unfold them gracefully when it needs to get over something, or wade through deep water. WOuld be a nice surprise moment if you caught it in the act.
Would be pretty interesting to see it wrap its legs to its body, and roll around like a bowling ball
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Crispy75
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« Reply #4343 on: July 29, 2015, 01:32:19 PM » |
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Does the "spiderblob" only have that one locomotion mode? Would be great to see it "shuffle" on folded legs and then unfold them gracefully when it needs to get over something, or wade through deep water. WOuld be a nice surprise moment if you caught it in the act.
Would be pretty interesting to see it wrap its legs to its body, and roll around like a bowling ball Ooh ooh, or maybe it could shuffle along on its "knees" with the rest of the legs dragging along like tentacles, but which can actually spring into rigidity when needed...
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Chromanoid
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« Reply #4345 on: July 29, 2015, 02:41:12 PM » |
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Wonderful ! Seeing flocks of them walking in the background (prerendered or keyframed?) would probably be nice ^^
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Teod
Level 1
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« Reply #4346 on: July 29, 2015, 02:47:20 PM » |
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Seeing 3D objects in the context of this game feels weird. I always thought it will stay 2D only. Doesn't it go against the art style?
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ProgramGamer
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« Reply #4347 on: July 29, 2015, 02:47:35 PM » |
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These kind of look like really freaky Pennys from the tv show Gumball.
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JLJac
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« Reply #4348 on: July 29, 2015, 02:50:18 PM » |
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@Chromanoid, Oh that's a nice idea! I'll think about possible implementations! @Teod, to me it seems to fit pretty well! Maybe I'll tone down the general rotation and keep it to a brief moment when it's actually turning around, but right now I'm just really happy to see it working so I'd like to look at it for a bit longer ~ Some more messing around and I found out that a bit of color difference goes a long way in conveying which horn is which, and also enables you to see that the two antlers are slightly different:
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Bones
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« Reply #4349 on: July 29, 2015, 02:55:09 PM » |
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Antler fade looks great I feel the far limbs should have the same effect. Pretty jealous of your limb physics here. Keep it up.
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Sit down and relax, Keeping focus on your breath, This may take a while.
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sam_suite
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« Reply #4350 on: July 29, 2015, 03:28:50 PM » |
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You could have the antlers snap to like 10-degree increments if you're dedicated to preserving to 2d-ness of the art style.
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jamesprimate
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« Reply #4351 on: July 29, 2015, 03:36:03 PM » |
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Seeing 3D objects in the context of this game feels weird. I always thought it will stay 2D only. Doesn't it go against the art style?
RW has always been 3d, or at least faux 3d: im deeply in love with this raindeer btw. in context its going to look stunning.
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gimymblert
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« Reply #4352 on: July 29, 2015, 07:38:30 PM » |
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raindeer ... nice What would be cool if there was birds or bats flocks that fly around and stop on the branch, you know like oxpecker ... bright red oxpecker
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Rojom
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« Reply #4353 on: July 29, 2015, 08:17:18 PM » |
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@Chromanoid, Oh that's a nice idea! I'll think about possible implementations! @Teod, to me it seems to fit pretty well! Maybe I'll tone down the general rotation and keep it to a brief moment when it's actually turning around, but right now I'm just really happy to see it working so I'd like to look at it for a bit longer ~ Some more messing around and I found out that a bit of color difference goes a long way in conveying which horn is which, and also enables you to see that the two antlers are slightly different: Looks great, but the thing that bugs me is that while the antlers rotate, the head doesn't. The head remains at the same angle when facing left or right. I trust you already know that, but I thought I'd mention it anyways.
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Crispy75
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« Reply #4354 on: July 30, 2015, 12:55:50 AM » |
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I think the antlers should be locked to a 2d plane parallel to the screen, and only rotate through that plane when the creature is turning. Fading the rear set to give depth is enough to give a sense of depth.
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Teod
Level 1
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« Reply #4355 on: July 30, 2015, 01:57:43 AM » |
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I think the antlers should be locked to a 2d plane parallel to the screen, and only rotate through that plane when the creature is turning. Fading the rear set to give depth is enough to give a sense of depth.
That may be a bit of an overkill. Especially considering the fact that they're mostly symmetrical - the closer one will be covering the further one almost entirely. I think they should just have some more stabilization (both horizontal and vertical), so they don't swing around with every move like they do on the gifs.
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lobstersteve
Guest
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« Reply #4356 on: July 30, 2015, 03:43:24 AM » |
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oh god
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tortoiseandcrow
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« Reply #4357 on: July 30, 2015, 05:24:49 AM » |
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This is supremely gorgeous. I think that the two separate tones for front and back antlers keeps the rotation from being too obvious, while still maintaining that stunning fluidity of movement. I hope you don't dial it back too much, because the swaying gives such a sense of weight and momentum to these beasts. The one thing I'm noticing is that the rotation of the antlers when it turns around doesn't always make sense given the rotation of the body. In that latest gif, the head looks like it rotates clockwise while the body turns counter-clockwise, as though the head were attached via a socket joint rather than vertibrae. Which might be a cool thing to run with (biomechanics!), but to make it look natural or deliberate you might need a "collar" or some other feature to distinguish the head from the body. What would be cool if there was birds or bats flocks that fly around and stop on the branch, you know like oxpecker ... bright red oxpecker That would be very cool indeed!
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Teod
Level 1
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« Reply #4358 on: July 30, 2015, 06:52:05 AM » |
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What would be cool if there was birds or bats flocks that fly around and stop on the branch, you know like oxpecker ... bright red oxpecker While that would look kinda cool, that would also be cliche as hell. I'd prefer if the creature was more original. I really hope the rest of the design isn't reindeer-ish. The one thing I'm noticing is that the rotation of the antlers when it turns around doesn't always make sense given the rotation of the body. In that latest gif, the head looks like it rotates clockwise while the body turns counter-clockwise, as though the head were attached via a socket joint rather than vertibrae.
The body is 2D solid-colored. The direction of its rotation is entirely in your head. Also, how do these guys move between the rooms? They're too big for shortcuts and they aren't flying. Another highway type?
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gimymblert
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« Reply #4359 on: July 30, 2015, 07:28:06 AM » |
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Well the idea is like that: it's gameplay, redoxpecker (not necessarily bird any weird alien animal, it's just the reference concept) live in family and are territorial and defend who ever try to jump on the back of the pacific raindeer and have a free ride on, when raindeer eat sluggrass after a short time there is white sprout on the antler, which the redoxpecker feed from, hence why they are territorial, lone oxpecker also try to invade and chase out a family on a raindeer's back to get their place and make a new family. You can eat baby redoxpecker.
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