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Wendigos (new sprites and ideas)

Sat, 13 Sep 2003 14:47:07

B0rsuk

Hi. I modified Stone Wendigo sprites found in 2D_art directory. I removed icicles and changed Stone Wendigo color to mixture of brown and black. You are welcome to check them, I hope it looks meaner now. The sprites are in /b0rsuk directory. Stone Wendigo attack idea: instead of shooting, it causes small earthquake. The earth starts to tremble, and rocks are falling from ceiling damaging everyone near Stone Wendigo. Stone Wendigos are unaffected. Exactly like in Guardian Of Fire, except that rocks deal no damage there. To avoid wendigo's attack player would have to keep distance, or kill it quickly. It should work thru walls. Falling rocks would look silly in open areas (meteorites ?), so Stone Wendigos should dwell underground. I have new idea for Wendigo: Forest/Moss Wendigo. It would look like darkened Emerald Wendigo, with moss and leaves. Attack - Wasp Swarm ! Very easy to do. Visually it would look like group of small particles, and work like Wraithverge. (but much, much weaker, with weak poison). Damage would be pretty low, but wasps would be quite hard to dodge. Therefore Forest Wendigo would be dangerous enemy. Another adventage of this idea is that wasp sounds can be easily found (I think) in the net. 1-5 damage for swarm hit, poison damage depends on skill level (around 10 on 4 and 5) I suggest that this Wendigo should replace Emerald one, to avoid being mistaken. I will start working on Forest Wendigo if you like this idea. If our monsters have to look similar, they should at least work in different ways !
Sat, 13 Sep 2003 15:19:47

mago

Those are pretty good ideas, and an interesting cahnging of concept. As for the "new" wemdigos: you shouldn't have bothered! Those were no more than color tests, I just made them cause they are easy (don't require any actual editting), and to be used as possible new monsters if a given map/episode requiered it (like a map in the "Inferno" episode (last episode in the previous planned Scattered Evil (a.k.a. SE), which could hold the Inferno Wendigos (the red ones)). I'll check out your wendigo, and of course, if it's good, we can think of more serious ways to put the new monster in the MOD. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I really like the new attack ideas, but they may hard to implement... Let's wait for the programmers.
Sun, 14 Sep 2003 01:39:05

mago

By the way, B0rsuk, as you may already have noticed, in this phase, the project is in gathering stage, meaning that tghere's already a plan, and now it needs to be filled up. As for art, we need several things to get done for SE, and that means Hurt Skins, new items, NPCs, new HUD weapons animations, etc... The problem is, before we can start to think seriously in adding changes (code-wise, and gameplay-wise), we need to reach a point closer to completation, otherwise, things will never get to an end (as RambOrc would tell you). What I'm trying to say is: even though the Wendigos ideas are pretty good, and must be retained, it also must be in limbo stage untill we reach the "new enemies" phase, that probably would have to relate with the new maps and defined story-line. If everybody vote for it's implementation, then there wouldn't be any problem to start working on them imediately, but the natural and probably the better way would be to complete the really necessary things before we go to the juicy extras. It's like a building, we must start with the fundation. If you want a rough list of things to be done for the next project, Scattered Evil, here it goes: -Hurt Skin: almost completely done, there's only the Warrior's one (which I'm making), Korax', and probably Wendigo, but I'm not sure if Firebrand already did it. -NPCs: those are extremely hard to make, and we sure will have to unite to make a decent number of good NPC's for the SE city. I have made two characters MODs with full walking animation (helmet-less Cleric and City Mage), and started a good number of Standing-only NPCs. Some were finished, others are just in paper (sketch). Yet, in this stage, they can easily be transported to the editting program and serve as base to the real sprite. Insight: even though walking animations are really cool for NPCs, it's yet not determined if it's useful at all, since there are difficulties in determinating paths for AI characters, and a person walking around without any orientation would be meaningless. The best controled way would be the Standing only characters, with talking animation (moving mounth, and possibly arms, hands, etc...). There's no resolution in the use of "warriors" NPCs, which could help the player in some maps, like the Dark Servant; this still has a lot to do with the NPC making capability (since they need much more frames), and of course coding capability. It would also to be closely related to the story line and made possible in complex maps, so, you see what I mean... <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> As for the Standing NPC's, there are some fixed characters that are needed to populate the essential places of the twon, like a tavern keepr, the Leaders of the 3 Hexen's Orders, merchants, key npcs, etc... (For a detailed list, you should talk to RambOrc). Of course, many others can be added, as city's population, but that would be extras. -New Weapons/Items: SE will have several original in-screen (HUD) weapons, for all characters (specially warrior). Those are hard to make, if you think of the detailed paintings and the need to keep on the Hexen's style of graphics/colors/shadows/etc... Also, the animation in itself is a chalenge, it has to run smooth and realisticly. I have tests on the area, and already made several animations on paper, but I need yet to scan them and make them available for serve as base for the sprites. There is also the idea of rip others games frames for the same porpouses. Also, there'll be new items (specially ordinary ones), that will need sprites and possibly in-screen animations (unlikely, though). This is focusing the "essential" part of the work (Some info may not be up to date - help me out others team's members). <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 14 Sep 2003 09:34:22

B0rsuk

I understand. I just found those wendigos in main dir and was scared that they're going to be used in the game. I've seen how it works (too many fancy ideas for project in alpha stage). Arianne MMORPG is probably dead, traffic is very low. Anyway, there's nothing I can do because they need mostly coders and 3d artists at the moment. <!-- m --><a class="postlink" href="http://arianne.info">http://arianne.info</a><!-- m --> In fact, I started working on new weapon sprites. It seems to be much more interesting than editing one wendigo sprite per sprite. It is true that it takes much time to edit one sprite.... 1 sprite is done, another on the way. Weapon - Work Hammer, I'm going to send it to you right now. As for npc's, I can't help you too much because characters are my weakest point. So I'll concentrate on items and weapons.
Sun, 14 Sep 2003 11:12:39

mago

"Arianne MMORPG is probably dead, traffic is very low. Anyway, there's nothing I can do because they need mostly coders and 3d artists at the moment. <!-- m --><a class="postlink" href="http://arianne.info">http://arianne.info</a><!-- m -->" Well, that's sad, it looks like a good project. If you visit sites for MODs or TCs for Duke Nukem, or Doom, will see that like 90% are dying/dead, because it's plainly difficult to start and finish something, it takes loads of work and dedication, and the only prize you should expect is self-satisfaction. -Wendigos: as for the Wendigos, don't worry. Even though we're probably going to use traded colors, we plan to add lots of original stuff in the game. -New weapons: Yes, you can start with Hexen's weapons as base. I'll upload the new sketches when I finish scanning them, and will send the Withcaven's sprites also. Then there'll plenty of "bases" for new weapons. -NPCs: they are hard indeed, but the same thing about the weapons apply to them: if you search my place in the server (I think?), you'll find lots of npcs started, and also lots of concept drawings and base-sketches. You can easily select them with the square tool, resize and then color over it. PS: There is also one new monster on paper, already uploaded, called Swamp Thing, that's mostly complete. Firebrand began to work on it some time ago, but since he got a LOT busy with the HS, I don't know how far he gone. You can also work on it, if you want. Anyway, enough talk, I'll check that hammer out. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sun, 14 Sep 2003 22:34:07

Firebrand

I just got into this and I'm happy to see another artist into the team, I think that will help us out a lot to make this faster and better detailed, I know this may sound like a lot of work (well, it actually is a lot of work) but I think that if we work toghether and we organize well, we can advance a lot in less time. I want to welcome you B0rsuk to the team and tell you that I will be happy to help you in anything you need, now to the main talk.
There is also one new monster on paper, already uploaded, called Swamp Thing, that's mostly complete. Firebrand began to work on it some time ago, but since he got a LOT busy with the HS, I don't know how far he gone. You can also work on it, if you want.
I haven't done anything big with the swamp thing (it's my first total new sprite, and I have been busy as Mago says, so if you want to make it, you are free to do it, just tell me and I will be happy to help you in any way you need.

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