Dirkel Humans?
KE Creations :: HIDDEN :: Dirkels Blog
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20101020
Dirkel Humans?
I know that many people seriously won't like this.
But there is this big chance I am gonna do this...
So, my plan.
The regular Dirkels (see picture above) were simple blobs, and had lots of restrictions. Restrictions as that they didn't have any legs, and that the arms were seperated from the body, next to that, the head was actually a 'part of the body'. With these restrictions it was very hard to design different (and cooler) armour types, and extremely hard to imagine and design cool monsters.
Most monsters were just different colours, or different textures of an existing model.
When I make the Dirkels look like humans, this is solved, since then I can just make dragons with legs and arms, I can make extremely cool and scary looking swamp monsters, and even the skeletons would look way cooler.
Next to that, the armours would be better visible, and your character can look way more bad-ass.
Another problem with the original Dirkel design was the animations, they barely had any. Why? Because they didn't have arms nor legs. With the 'human' idea, they will have jumping, running, breathing and more improved fighting animations. (maybe even crawling and climbing)
Try to visualize the opportunities we have with the new designs.
And please tell me what you think.
Kyon E.
But there is this big chance I am gonna do this...
So, my plan.
The regular Dirkels (see picture above) were simple blobs, and had lots of restrictions. Restrictions as that they didn't have any legs, and that the arms were seperated from the body, next to that, the head was actually a 'part of the body'. With these restrictions it was very hard to design different (and cooler) armour types, and extremely hard to imagine and design cool monsters.
Most monsters were just different colours, or different textures of an existing model.
When I make the Dirkels look like humans, this is solved, since then I can just make dragons with legs and arms, I can make extremely cool and scary looking swamp monsters, and even the skeletons would look way cooler.
Next to that, the armours would be better visible, and your character can look way more bad-ass.
Another problem with the original Dirkel design was the animations, they barely had any. Why? Because they didn't have arms nor legs. With the 'human' idea, they will have jumping, running, breathing and more improved fighting animations. (maybe even crawling and climbing)
Try to visualize the opportunities we have with the new designs.
And please tell me what you think.
Kyon E.
Dirkel Humans? :: Comments
Glad to see the old 'zed back...More material beneath the belt. Halfway to the knee, it should be. And he should have sleeves.
Oh, and seeing as he's the son of a hero, they'd be rich. So neat hair!
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Are you seriously going to keep calling this game Dirkels, Kyon?
Lol yes, I will, but as I said, that screenshot, thats just an player-base. You must ignore how he looks.
For the others watching this topic.
Zed and I discuss Dirkels sometimes here: http://elbony.yolasite.com/
Zed and I discuss Dirkels sometimes here: http://elbony.yolasite.com/
nice, I am working on Dirkels again, most homework is done.
Anyways, about the sprites of one character.
A character has 3 basic animations.
idle
walk
jump
so, for every armour piece I need these 3 animation lol.
At the moment I got the base armour pieces (almost done all).
Chest (which is legs too)
Head
Front arm
Back arm
4x3=12 animations already.
The arms do not count as hands yet.
So, 2 seperate x3 animations for the weapon and shield, alias: hands.
makes 18 animations.
THEN, i'm starting on head and chest armour.
which is another 2 times the 3 animations.
24 sprites, for one FULL clothed character. (with weapon, shield, head and chest)
I am working on completing this now, and also that I can switch one piece of equipment with only changing a specific variable.
I keep you posted. haha
Anyways, about the sprites of one character.
A character has 3 basic animations.
idle
walk
jump
so, for every armour piece I need these 3 animation lol.
At the moment I got the base armour pieces (almost done all).
Chest (which is legs too)
Head
Front arm
Back arm
4x3=12 animations already.
The arms do not count as hands yet.
So, 2 seperate x3 animations for the weapon and shield, alias: hands.
makes 18 animations.
THEN, i'm starting on head and chest armour.
which is another 2 times the 3 animations.
24 sprites, for one FULL clothed character. (with weapon, shield, head and chest)
I am working on completing this now, and also that I can switch one piece of equipment with only changing a specific variable.
I keep you posted. haha
He provided a disclaimer. For example:
Reading this post costs five dollars. If you click reply, a bill will be sent to your credit card (which we will get because by replying, you agree to give us legal permission to your assets.
Now you can't say I didn't warn you... You legally agreed.
It's like reading the fine/small print. You have to, or you'll get slammed with hidden fees.
EDIT: WTH am I talking about? Have fun drawing, Kyon.
Reading this post costs five dollars. If you click reply, a bill will be sent to your credit card (which we will get because by replying, you agree to give us legal permission to your assets.
Now you can't say I didn't warn you... You legally agreed.
It's like reading the fine/small print. You have to, or you'll get slammed with hidden fees.
EDIT: WTH am I talking about? Have fun drawing, Kyon.
I don't understand any of that...
And why should I draw??
Last edited by Kyon on Sun Nov 07, 2010 10:25 pm; edited 1 time in total
And why should I draw??
Last edited by Kyon on Sun Nov 07, 2010 10:25 pm; edited 1 time in total
Your player sprites...that you should draw/sprite? I dunno...I was really really really tired last night.
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