gj! i think you should start learning lua! turning this into a full mod would be awesome!
the revised necromancer looks much better… as for the skeleton, he’s not half bad either… i think his “fingers” might be a tad too long, and his feet look a little too small to be able to support him…
but overall, i like the design… maybe rough up his clothes a bit? give him some tattered shreds for a shirt, etc.?
Before you wonder who’s blood that is… this is the BUTCHER! He cuts up and cooks whatever the hunters bring back, whether it be an animal… or just a bush that looked at them funny.
And I don’t think I uploaded the hunters themselves, so… here is the HUNTER.
Also working on a new class tonight who will be deviating from these ignorant oafs.
Oh, and as a side note: I’ve got these guys all cut up and ready for blender, so if I win this competition, you’ll see these guys animated. My fingers are crossed.
For any 1 eyed variants or veterans, a slight, almost foggy, blueish white colored eye signifies a blind eye well.
P.S. I think if you make an executioner, black clothing, big axe, only one eye. Also great work.
One simple question.
What did you use to make that image of a tech tree? I want to create a tech tree image so I could demonstrate how a tech tree in a mod I’m planning would work out.
I just rendered each of them separately as images, and then put them into photoshop and lined them up the way I wanted, and connected them.
Okee dokee, I’ve got a new bandit to show you. I’m still working on him, though…
but for now, BEHOLD! THE TRAPSMITH!
If you see a trapsmith running about on the outskirts of your town or in a bandit encampment, be careful where you step. They will periodically craft and place traps which can and will disable or kill your citizens.
Some traps are hidden, and some are just so tantalizing some of your citizens just can’t help but go near them, like the CUPCAKE BEARTRAP!
How could you resist a big moist cupcake sitting so peacefully on a bear trap? I mean, what bear trap? Who are you? Just eat the cupcake.
I’ll be making more traps soon, but for now, any thoughts/criticisms on the Trapsmith? I’m sure the goggles will appease the squealing masses who screech for goggles.
i dont like to just give gushing feedback (unless it’s for @Froggy, but he pays handsomely for that)… however, in this case, i love both the model and the class … very well thought out!
It seems great, but all your combat units have a red bandanna, so unless he’s fighting next to his brethren (Or chopping up meat) you might want to change the color. Maybe a white or blue bandanna, the red just doesn’t fit with on character model. Maybe you could color coat their bandannas-
Red= combat unit
Grey= workers
Yellow= harvest (hunters and gathers)
Black= magic
Blue/White= indirect combat units (scouts, trap-makers, etc) these don’t actually fight but can if needed.
Blue/White= process units (Blacksmiths, etc).
Don’t really know if you agree or not I just started taking a look at the character models. You should be able to tell what type of troop you looking from all angles, that includes from above.
I like the red bandana, and I do feel like the troops are different enough on their own. The bandana gives it a sort of cohesion. Like… this is the Red Player! And you know everyone with the red bandana is one of your guys. :squirrel:
It’d be nice if the color was more biome or regions specific. It could give you clues to where that color may have come from. It could also signify strengths or weaknesses, good for also changing the difficulty for one player but not another. It would be fun for espionage to. Disguising yourself, or npc’s as other faction’s for surprise attacks, or stealthy raids.
It could also make it so that a building from one city would mine something like Damascus Steel just from it’s bonuses making better weapons armor etc. However another area could be better at processing it kinda like the Samurai sword in Japan. Little bonuses along the way that would add up to an edge for the min maxer and surprises for the players who don’t play from a wiki or a guide. Heck if it were randomized where xyz area would have iron to make steel but only one would have mythical steel would be good. It also adds a sort of 4X game play and maybe trade if you want to be peaceful with whoever controls a rare resource.
With the color thing you could do a red smithy from The Giant’s Causeway, a yellow bowsmith from the plains of Ankh Morpork and a blue brewer from the Bay of Kotor. Making an exploitative city a colorful and culturally deserve city by nature. A nation would be active with trade as well.
Bit of an off topic rant on an animation thread, I apologize for that, but the talking of colors made me think of that…
PS: Please add a little steam punk those bandit goggles are awesome!
I appreciate the wall of text, even though I got lost on what you were talking about half way through
But yeah, this is obviously still a WIP. I have very few models done (maybe around two dozen?)
But you have to keep this in mind. I’m not trying to make this a player faction yet. This will be, if I manage to finish the mod when the game is released, a module-type mod that releases these guys into the world as dangerous AI. And as some people keep saying, “you should be able to differentiate them from any angle,” I agree. Which is why some of them have slightly different color schemes, like the orange hunter and the orange spearman. I always zoom out to see how unique they look, and most of them do look fine from a distance, and all have some differentiating properties, but you probably won’t be controlling them. You might send out some traders or a band of soldiers to figure out why there are so many bandits and come across a bandit camp, doing its own thing, with workers, soldiers, buildings, etc. but it may not be as in-depth as your own city, though I do have plans to have them slowly expand and make new bases.
As for the biome specific colorings, maybe. Depends. Right now it seems like the most common biomes will be forests and rolling hills, but the red bandanas are mostly a ‘symbol’ as to who they are. Come to think of it, I believe there is a bandit faction in World of Warcraft that all where red bandanas. So if you see a red bandana sneaking around your base, you know “oh crap, I have bandits, better call the exterminators.”
Hey rosey, i added you on skype… i cant figure out how to PM you here.
click their name then click private message under their Profile pic
welcome aboard @Legacytcg!
discourse requires a bit of usage before you are allowed to PM other members… have fun tooling around the forums…
I rarely ever use Skype.
You can add me over Steam, though.
color me even more intrigued… i love how this is really starting to evolve and take shape into a substantial mod…
I have plenty of plans, and a lot of them unrevealed. All I can hope is that the modding tools that come with the game allow this to be possible. If not, oh well. Maybe I can find an amazing coder.
As I posted in the submissions thread for this week, I have made a Troll Rider. It is a very heavy unit that would be a very rare spawn in the game itself. It would probably appear in the main bandit base, as a sort of final ‘boss.’ It would be difficult to take down, but one he goes down, you know that the rest of the bandit clan would just be dirt under your heels. If they add a ‘loot dropping system’ he will end up dropping some rare crafting materials that you could use to make something that would be a sort of trophy to the fact that you trumped the largest bandit clan in the world of Stonehearth!
I would also like to take a moment to say that I will soon be going on vacation for about, I believe, 9-12 days. I’ll be in Florida. However… I’m not sure the exact date I leave, but I hope I have time to submit a model for the final week of the Qubicle competition.
Great model and good luck on vacation.