The lockon basically "stops" the tracking. Think the final boss from Sonic 2- they track you, then the crosshair stops still for a few seconds and the boss attacks there. Basically, you have the last few seconds to get out of the path of the laser before it vaporizes you; if you're sprinting you can easily get out of dodge. But I think there could be some pillars around. Any mob being tracked by the laser will make it maximum priority to break line of sight.
Since I'm trash with NovaSkin I decided to MS Paint some mob concepts. Basically, the two running concepts of the villagers (modified Overworlders and wolf people), and the Automaton and Shocker (which I decided to turn into a tiny airship-like mob, since I think a little zeppelin would fit the steampunk aesthetic more).
Didn't bother coloring the Automaton and Shocker because of their complex parts, but you could imagine the color scheme: dark gray, lots of bronze and brass colors especially with the exposed gears, rust here and there. The running lights are colored (red) to indicate where they'd be; generally there's a light for every surface. The rear would probably have a small flat indicator light on the back of the machine's head, and the Shocker itself is small enough that you could probably see a side running light even if you were looking at it from the back.
Parts on both the Automaton and Shocker are animated. Automatons have steam emitting from their rear stacks and their gears turn depending on their actions (head gears- aka processors- are always turning unless deactivated, limb gears turn when it's moving). Shockers have a little propeller on the back that turns when they're moving. I should probably also give them a smokestack somewhere, plus a loudspeaker-shaped thing so that they can broadcast alarm tones. The underslung thing on the Shocker is meant to be this little Tesla-coil gun that delivers its electrical attack.
Slightly off-course, but I like the idea of having those crystals that somebody mentioned a while back, perhaps when added to equipment, they provide an enchantment as well as that extra level of detail. (From the colored crystals suggestion a few pages back)
I have made a quick (rough) sketch to try to show what I've been imagining the dimension as. Feedback would be appreciated.
Oh, and I'm not sure if anyone has pointed this out yet, but I need to get this off my chest. The word "collaborative" is misspelled in the title of the thread.
I like it, although the space between the islands feels really empty. Floating islands, ice spikes, and that runic tower thing should do the trick.
The lockon basically "stops" the tracking. Think the final boss from Sonic 2- they track you, then the crosshair stops still for a few seconds and the boss attacks there. Basically, you have the last few seconds to get out of the path of the laser before it vaporizes you; if you're sprinting you can easily get out of dodge. But I think there could be some pillars around. Any mob being tracked by the laser will make it maximum priority to break line of sight.
Since I'm trash with NovaSkin I decided to MS Paint some mob concepts. Basically, the two running concepts of the villagers (modified Overworlders and wolf people), and the Automaton and Shocker (which I decided to turn into a tiny airship-like mob, since I think a little zeppelin would fit the steampunk aesthetic more).
Didn't bother coloring the Automaton and Shocker because of their complex parts, but you could imagine the color scheme: dark gray, lots of bronze and brass colors especially with the exposed gears, rust here and there. The running lights are colored (red) to indicate where they'd be; generally there's a light for every surface. The rear would probably have a small flat indicator light on the back of the machine's head, and the Shocker itself is small enough that you could probably see a side running light even if you were looking at it from the back.
Parts on both the Automaton and Shocker are animated. Automatons have steam emitting from their rear stacks and their gears turn depending on their actions (head gears- aka processors- are always turning unless deactivated, limb gears turn when it's moving). Shockers have a little propeller on the back that turns when they're moving. I should probably also give them a smokestack somewhere, plus a loudspeaker-shaped thing so that they can broadcast alarm tones. The underslung thing on the Shocker is meant to be this little Tesla-coil gun that delivers its electrical attack.
Judging by this picture it's hard to imagine you're trash at novaskin. Although I'm not too keen on the idea of a wolfy. I quite like the shocker. Maybe it could swim underwater with that propeller as well if its balloon is popped.
Would the Tundran and Wolfman coexist, or are they both potential candidates for the NPC?
I like the Wolfman design more, to be honest, as it is more unique. The Shocker looks great, and so does the Automaton, but I think it's a little weird for a battle robot to have a gun. Why wouldn't the gun just be built into the robot? Why does it even need arms?
I like the Wolfman design more, to be honest, as it is more unique. The Shocker looks great, and so does the Automaton, but I think it's a little weird for a battle robot to have a gun. Why wouldn't the gun just be built into the robot? Why does it even need arms?
I agree, the Automaton's gun should be built into it. But I think that it should be integrated into the arm instead, as it could be more accurate and longer range.
I like the "lock on" laser for the Engineer. I think it should have a semi-transparent thin orange laser that shows where the red beam will fire while it locks on to make it even more obvious, because an insta kill in another dimension could be very annoying. The images look great btw. Automations can stay the same, but I think they should have the musket built into their right arm. The shocker image is different than what I was imagining but the airship design looks pretty cool.
As for the NPC's at this point I think we should do away with them entirely. If I had to choose between one I'd say Tundran. But adding NPC's to this dimension would make things way more complicated. It would take to much focus onto the small steampunk area and mess with the nature vs tech theme. Plus we'd have to add another mob, and this dimension is already quite crowded. Hacked automations can work as the supporters towards the player (I like their color changing). Lastly I think it would make the robot way sinister if they have already wiped out their creators and now are moving to the rest of the world. We could probably have pictures or carvings of the creators around the gear as a relic of the ancient past.
Slightly off-course, but I like the idea of having those crystals that somebody mentioned a while back, perhaps when added to equipment, they provide an enchantment as well as that extra level of detail. (From the colored crystals suggestion a few pages back)
I still want to add crystals, but we can't seem to think of any use for them. Armor doesn't need more buffing, but here's got to be something else that we could use.
so i had was working on the center for about 10 mineuts, then i remembered the hard way i can't build decently even if my life depended on it
back on topic, i think that the rebel camp idea would work. although i must ask, wouldn't there be viallages of the cossaks? after all, i find it hard to believe that they ALL became technologically advanced and built a homicidal redstone machine. also, i'm a bit on edge of the wolf people, they just don't appeal to me personally.
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"And just when you thought you where the sexiest one here, i show up" -Fernando
Sometimes I'm not the best at putting my thoughts into words. It just... I can't seem to put my finger on exactly what. Maybe because it sounds similar to "frost," and doesn't roll off the tongue well? An image of a dimension or prehistoric bird-like creature wouldn't be the first thing in my head when I hear "frist" or "frore." Feels kind of clunky.
Judging by this picture it's hard to imagine you're trash at novaskin. Although I'm not too keen on the idea of a wolfy. I quite like the shocker. Maybe it could swim underwater with that propeller as well if its balloon is popped.
I'm just objectively terrible at spriting. With a Wacom tablet I can do passable MS Paint, which is what you see above.
Now, things I was thinking of today while away from the PC: definitions for the sentient mobs and their places, like what you'd see in a "Meet the X" article on Minecraft's web page.
Tundrans
"Who withstands winter's wrath?"
Tundrans are a type of Villager who live in the Frist. Since it's so tough to live out there- with scarce trees, save for the odd forest-type island, and the freezing cold- the Tundrans are similarly much tougher than their Overworld counterparts. You can immediately tell them apart with their fur coats, hats, and mustaches. They don't exist on every type of Frist biome, but generally the more livable ones, or ones near where the Gear or its tendrils are. Unlike the European-esque Overworld villagers, Tundrans are quite Eastern European/Slavic in feel, particularly Russian.
Tundrans have a set of unique professions. There are a few careers per profession but these all have the same name, unlike Overworld villagers. Professions are differentiated by hat trim, with the basic fur coat remaining the same dark gray color. Trading works the same as with Overworld villagers, but a Tundran in combat will disable their trades immediately. All Tundrans have muskets. They have a modified popularity system; hurting a Tundran more than 2-3 times will cause them to turn hostile to you- they don't take transgressions lightly. All Tundrans have 4 pips of natural armor, their fur coats being fairly thick and defensible.
All profession names are fairly in-dev; I don't know if the non-English names should be kept, but I think they'd be nice little flavoring pieces.
Rybaks ("fishermen" in Russian) break through the ice on the rare non-nitrogen ponds around the Frist. They vend fish and fish accessories. Their hats have a light blue trim.
Muzhiks ("peasants") are the farmers and other basic traders. They're a bit more common than other Tundrans. Their hats have a gray trim.
Propovedniks ("preachers") are Cleric equivalents. They exist in Tundran churches and vend both potions and enchantment books at higher levels. Their hats have a purple trim.
Pastukhs ("herdsmen") tend to the animals that make up most of a Tundran diet- cows, sheep, and whatnot. They vend raw meats and cooked meats, and function like butchers. With Muzhiks they make up a sizable amount of Tundrans in villages.
Kuznets ("blacksmiths") work just like Overworld counterparts. They vend armor, weapons, and tools. They also repair your items for a fee. Their hats have black trims.
Bibilotekars ("librarians") work like their Overworld counterparts. They vend books, filled maps, and other information.
Tundrans have no Iron Golems- they can defend themselves just fine, thank you very much. Just like zombie pigmen, all Tundrans will become hostile to a player if they enter the "unpopular" range (and all that takes is a few sword swings). With muskets, they can ignore 25% of the target's armor, and the musket itself deals 6 hearts of damage per shot, and sounds a little like the Alpha Creeper/TNT explosion sound.
After shooting they take 3 seconds to reload, during which they slow down a little and their gun is shown tilting up. The ammo for the musket is musket balls, which they drop (along with their musket sometimes, and a few items related to their profession) if they die. The musket is craftable with iron ingots, wood, and a flint and steel; its bullets are craftable with gunpowder, paper, and an iron ingot. If schematics aren't dropped I think it would be one of those items demanding one.
Tundrans have smaller but more well-built villages than their Overworld counterparts. Their constructions use dark types of wood (spruce and dark oak) and frequently use logs as corners and supports. All buildings have some kind of flooring, are well lit, and overall are livable in, unlike some Overworld buildings.
Well: Present in every village. One of the few sources of non-frozen water around. Made of cobblestone and wood.
Fishing Shack: Smallest type of building. A small log shack with a bed and a furnace inside, packed together. If it generates on ice, there will be a small hole nearby with water in it, that the rybak cut out to fish in.
Cottage: Most common type of building, a cozy one-room cottage. A Tundran is guaranteed to generate in this. Includes a door, a bed, a furnace, and a small chest that can contain a few random items. There are a few permutations on this building but the general feel and size is the same.
Ranchhouse: Larger than a Cottage. Has a few rooms: an entrance with a table and chairs, a living room with beds and furnaces, and a rear ranch with a small roof covering, in which a few sheep or cows are guaranteed to generate. LIke the Cottage, there are a few different permutations/room shapes, but the design and feel is generally the same.
Blacksmith: Similar to an Overworld counterpart. Has an outside roof-covered crucible with lava, a living room, and a storage room with a chest containing various random items. There is a roof access with a trapdoor, and fences on the roof.
Tavern: A medium-sized one-room building. The tavern contains tables and chairs, as well as a Jukebox and a nearby chest with several Music Disks. If played, these disks (titled "Folk Song 1/2/3/etc.") will sound like old scratchy phonograph recordings of various folk songs, whether created or real-life. I think Katyusha (previously linked) would be a great example. There are numerous water bottles and milk buckets present in chests around the room.
Farm: A small farm that grows potatoes, beetroots, or carrots- never wheat. Not nearly as common as Overworld farms, but overall similar. The water within is another example of non-frozen water within a Tundran village.
Church: Churches have big onion-shaped domes made of red and blue terracotta. Inside, there is a ground floor room with pews and a stage, as well as a small tower (topped by the dome) which has library shelves and a brewing station. The onion dome itself is an attic space of sorts that has a chest with a few random items. At least one bibliotekar will generate here.
Cooking Pot: A small "building" that might generate along the road, a Cooking Pot is simply a cosmetic fire (which does not burn things or extinguish) with a water-filled Cauldron above it. The fire is surrounded by stone slabs and the Cauldron is supported by an iron bar above it connected to a log framework.
Bridge: If a village somehow spawns between two islands, a large bridge made of stone and wood will be placed between the islands.
Tundran villages might not have to deal with Zombies, but they have a bigger problem on their hands: Automatons. If the Engineer isn't destroyed, a Tundran village has a chance of experiencing an Automaton siege every night, more so if it's bigger. Automaton sieges begin with a single Shocker deployed on the outskirts of the village. If it's not destroyed within 2-3 minutes it will sound an air raid-style siren, and numerous Automatons will spawn and rush into the village attacking all Tundrans they see.
If you destroy Automatons inside the span of a Tundran village, you will gain a popularity point and the Tundrans will "respect" you. Respected state in a village means that during the boss battle against the Engineer, a single Tundran will spawn (assumed to be from that village) to help attack the Automatons coming to reinforce the Engineer. You can have as many helping you as villages you defended- only one per village.
Tundrans can also be "hired" with a fee of twenty Emeralds. If you do this they will follow you like Wolves and can be told to stay still or follow you. This is meant to give them a purpose after you fully explore the Frist; you can take one out of there with you and thus have a helping hand in fights or just to not be lonely anymore. Giving a Tundran the nametag "Rasputin" will render him invincible but will also make him unable to be hired.
Eh.. I wouldn't like to have a village every 10-15 chunks, but in the more livable areas and around where the Gear is, I think it'd be just fine. The Engineer would have no reason to keep engravings or pictures of the Tundran creators around, so having them actually living would be a very nice touch. And besides- this dimension has mostly just passive/hostile mobs. Actual complex ones beyond the Automatons, Shockers, and Engineer would be nice.
People generally don't like sentient #2 (the wolfman) so I think that option is eliminated overall. I personally really really like design #1 so I'll continue to keep it like that if people want me to draw more of these guys. The Automaton holds his musket because he could rarely drop it, but I figure that if it was built into his arm he would be more robotic, so I might redesign him. The Shocker is made like a small zeppelin because I think that looks more steampunkish, if that's a word; a spherical floating drone sounds like something you'd see in the new Doom, not in a vaguely 19th-century hell factory full of steam-driven clockwork robots with not a single digital item in them.
Would the Tundran and Wolfman coexist, or are they both potential candidates for the NPC?
I like the Wolfman design more, to be honest, as it is more unique. The Shocker looks great, and so does the Automaton, but I think it's a little weird for a battle robot to have a gun. Why wouldn't the gun just be built into the robot? Why does it even need arms?
Both are NPC candidates. I think they should not coexist, because then you'd have two mobs that would both fulfill the role of "intelligent armed neutral mob that can be convinced to help you fight the robot tide if you lend defense to them, and who flavor the dimension". If people really want it, I'd probably turn Wolfmen into more viking/tribal types who would inhabit ruins, but then that begs the question of "why expend the effort when Tundrans are more interesting and useful". As fishg said, that would also start to crowd things a little.
So far people seem to like the Tundran Villager a lot more than the Wolfman. I expected you'd probably vouch for design #2 though. If you want I can do an entire profession sheet for both types of design- the Tundran Villagers use hat trim to differentiate one another, while I'm not so sure what Wolfmen would use if ultimately selected (probably would give them hats of some kind- maybe side caps, because then they can wear those without conflicting with their ears-, because robe colors are kind of the Overworld villagers' thing).
The Automaton has arms so that it can open doors and manipulate its environment. It's for the same reason that a VT in the old Steel Battalion game had a manipulator: to clear its path and unstick debris. That, and it would simplify animations if it had a set of arms that held the musket, instead of having to aim it like an arm cannon. Finally, that would let it sometimes drop the musket, and would explain how the Tundrans have so many of them. It also lends a sense of sinister familiarity to it- I honestly want to shoot for a feel not unlike the Motorized Patriots from BioShock Infinite, without the recorded voices, presidential feel, or gatling guns of course.
Here's a pretty big doodle I made regarding NPC professions and styles. Wolftopia made a good point about how alternate NPC types would be more unique, so I went for various clothing styles. On design #2 I gave alternating "quadrants" to their clothes, kinda like what people had way back in the 15-16th centuries. I do really like how that clothing style turned out; I should try it with design #1 as well.
Note that because wolves are largely canine in diet, if design #2 was adopted the Peasant profession would be changed to Hunter (since Peasants concern farming, which doesn't really mean anything meat related...).
alight, i have an idea for a new automaton and weapon.
the automaton is called "the Steam Juggernaut". it is somewhat iron golem in shapem but with the automaton aesthetic, along with one arm being SUBSTANTALLY bigger than the other. and the reason for this? it's a gods forsaken cannon. to attack, the Juggernaut will aim it's cannon at you, there will be a 5 second warm-up time where you'll hear a hissing noise, and then it will shoot a copper/bronze cannon ball at you that deals very heavy damage, keeps going if it hits an entity, and if that wasn't enough, it bounces, so if you're back's agains the wall, it may end up hitting you twice. however, this juggernaut does have a few weaknesses, first, as i sail, it's slow, meaning it's easy to kite, secondly, when it fires the cannon ball it will be completely stunned for about 5 seconds, think of it using almost all it's steam reserves to fire the cannon. and thirdly, the cannon ball, as i said, can barrel through entities, so if there's a large group of automatons near you and the juggernaut fires, then it will do ALOT of damage to the automatons, i would say it could even 1 shot the shockers, do to there small, easy to crumple frame.
and ofcourse, the player can use this to. I'm calling it either "the copper Calamity" or "the bronze buster". and it functions pretty much the same as it does for the steam juggernauts. it has a 5 second warm up period, fireing it launches a cannon ball that deals heavy damage, barrels through enemies, and bounces, and fireing it also applies a 5 second "staggered" debuff, which is basically just a stun. it's meant as a primarily crowd-control alternative to the bow and musket. lacking the bows versatility and enchant ability, and the matchlock/musket's range in exchange for purse damage against large amounts of enemies
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"And just when you thought you where the sexiest one here, i show up" -Fernando
do you think that schematics would be more acceptable if they where called Blueprints? because i still feel that they're the best balance of boss loot and not having to grind.
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"And just when you thought you where the sexiest one here, i show up" -Fernando
Sometimes I'm not the best at putting my thoughts into words. It just... I can't seem to put my finger on exactly what. Maybe because it sounds similar to "frost," and doesn't roll off the tongue well? An image of a dimension or prehistoric bird-like creature wouldn't be the first thing in my head when I hear "frist" or "frore." Feels kind of clunky.
I'm not very good at accents or impression but I did my best to get the idea across. I tried to make the sound similar to the raptor sound effect from the Jurrasic Park movies. For reference (starts 3 seconds in):
alight, i have an idea for a new automaton and weapon.
the automaton is called "the Steam Juggernaut". it is somewhat iron golem in shapem but with the automaton aesthetic, along with one arm being SUBSTANTALLY bigger than the other. and the reason for this? it's a gods forsaken cannon. to attack, the Juggernaut will aim it's cannon at you, there will be a 5 second warm-up time where you'll hear a hissing noise, and then it will shoot a copper/bronze cannon ball at you that deals very heavy damage, keeps going if it hits an entity, and if that wasn't enough, it bounces, so if you're back's agains the wall, it may end up hitting you twice. however, this juggernaut does have a few weaknesses, first, as i sail, it's slow, meaning it's easy to kite, secondly, when it fires the cannon ball it will be completely stunned for about 5 seconds, think of it using almost all it's steam reserves to fire the cannon. and thirdly, the cannon ball, as i said, can barrel through entities, so if there's a large group of automatons near you and the juggernaut fires, then it will do ALOT of damage to the automatons, i would say it could even 1 shot the shockers, do to there small, easy to crumple frame.
and ofcourse, the player can use this to. I'm calling it either "the copper Calamity" or "the bronze buster". and it functions pretty much the same as it does for the steam juggernauts. it has a 5 second warm up period, fireing it launches a cannon ball that deals heavy damage, barrels through enemies, and bounces, and fireing it also applies a 5 second "staggered" debuff, which is basically just a stun. it's meant as a primarily crowd-control alternative to the bow and musket. lacking the bows versatility and enchant ability, and the matchlock/musket's range in exchange for purse damage against large amounts of enemies
That sounds great. I'll draw it later. I think it'd have two big smokestacks on the back instead of one, and to indicate it's about to fire it'd shoot more smoke out with embers, maybe even with some sort of train-whistle effect.
The weapon itself should be fairly simply named- it's up to the player to give their tools a cool title, after all. I figure "Steam Cannon" would work well. To balance it, you would have to carefully manage pressure with a dial on the outside of the cannon; too little and the cannonball will just shoot forward a little and hit the ground, but too much and the gun will explode, taking away a huge chunk of its durability and inflicting high damage on yourself. It would also probably consume not just copper cannonballs, but also coal, to represent the fuel its boiler is consuming.
I'm not very good at accents or impression but I did my best to get the idea across. I tried to make the sound similar to the raptor sound effect from the Jurrasic Park movies. For reference (starts 3 seconds in):
Sounds great- good job. Maybe a little reverb and a more bestial feel (processed in some sort of sound program) would improve it.
That sounds great. I'll draw it later. I think it'd have two big smokestacks on the back instead of one, and to indicate it's about to fire it'd shoot more smoke out with embers, maybe even with some sort of train-whistle effect.
The weapon itself should be fairly simply named- it's up to the player to give their tools a cool title, after all. I figure "Steam Cannon" would work well. To balance it, you would have to carefully manage pressure with a dial on the outside of the cannon; too little and the cannonball will just shoot forward a little and hit the ground,but too much and the gun will explode, taking away a huge chunk of its durability and inflicting high damage on yourself. It would also probably consume not just copper cannonballs, but also coal, to represent the fuel its boiler is consuming.
i like that idea, but the explosion should do an AOE damage. so if you're surrounded you can overcharge it and deal much damage to enemy forces. also, what if there was a way to make the Juggernaut misfire? perhaps right-clicking him with a slime ball or such would clog the barrel, causing the aforementioned explosion, dealing heavy damage to the juggernaut and potentially even destroying the cannon.
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That sounds great. I'll draw it later. I think it'd have two big smokestacks on the back instead of one, and to indicate it's about to fire it'd shoot more smoke out with embers, maybe even with some sort of train-whistle effect.
The weapon itself should be fairly simply named- it's up to the player to give their tools a cool title, after all. I figure "Steam Cannon" would work well. To balance it, you would have to carefully manage pressure with a dial on the outside of the cannon; too little and the cannonball will just shoot forward a little and hit the ground, but too much and the gun will explode, taking away a huge chunk of its durability and inflicting high damage on yourself. It would also probably consume not just copper cannonballs, but also coal, to represent the fuel its boiler is consuming.
I like the idea of the steam cannon. However... A train whistle, you say? There is no way you're including that and not having it drop so we can attach it to our minecarts. I'm not necessarily jesting, either. Sounds like a neat little thing to have. Perhaps could be used to scare mobs away from tracks as well as fulfilling our horn and whistle spamming needs.
I'm not very good at accents or impression but I did my best to get the idea across. I tried to make the sound similar to the raptor sound effect from the Jurrasic Park movies. For reference (starts 3 seconds in):
I believe I'd be able to get on board with that just fine.
so I've been thinking about my previous suggestions here, y'know, the one with the schematics, and i came up with some revisions.
First, the Schematics would be re-named to blueprints, to make it sound less techy, and the "copper dynamics" Schematic/Blueprint would be removed entirely, the things learnable with it would instead be craftable by default, but they would still take copper. and yes, i still think Schematics are the best way to go. it allows for things you may use somewhat frequently (seriously, think of how much a redstone nerd such as the youtubers Xisumavoid or Mumbo jumbo would use the Redstone core), while not forcing players to constantly be hunting for gear dungeons. it also means that we could be a bit more flexible with the Core's drops. for example, if we where to make the Artillery cannon require Defeating the controller, if we where to make it drop the cannon in the flesh, erm, metal, then we would need a reason for it to drop the cannon, such as giving it a couple turrets that shoot it. While with the Blueprint, i could believe that it had the designs for a steam cannon inside of it, after all, it is building Robots that use them.
Alright, back on topic, I think the steam armor should stay, and no, not because i made it, but because i recognize a bad idea, even if it's mine, and this isn't one of them. Anyways, the blueprint would be re-named "steam Artillery" and the steam Cannon would be link to this blueprint. As for the suit, it could use some tweaks, but i think the main thing that should change about it is that it should use solid fuel instead of water, mostly because water is a pain in the rear to bring around with you. Again, there's currently no armor that sacrifices protection for utility, and i think linking it to the steampunk dungeon is the best way to integrate it.
Also, one last thing, there should be an NPC that can convert 2 like blueprints to the other type (so 2 redstone core blueprints into 1 steam artillery blueprint) for a hearty some of- actually, what would the Frist NPCs use as currency? would they use emeralds like villagers, or would they use something unique to the dimension?
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The lockon basically "stops" the tracking. Think the final boss from Sonic 2- they track you, then the crosshair stops still for a few seconds and the boss attacks there. Basically, you have the last few seconds to get out of the path of the laser before it vaporizes you; if you're sprinting you can easily get out of dodge. But I think there could be some pillars around. Any mob being tracked by the laser will make it maximum priority to break line of sight.
Since I'm trash with NovaSkin I decided to MS Paint some mob concepts. Basically, the two running concepts of the villagers (modified Overworlders and wolf people), and the Automaton and Shocker (which I decided to turn into a tiny airship-like mob, since I think a little zeppelin would fit the steampunk aesthetic more).
Didn't bother coloring the Automaton and Shocker because of their complex parts, but you could imagine the color scheme: dark gray, lots of bronze and brass colors especially with the exposed gears, rust here and there. The running lights are colored (red) to indicate where they'd be; generally there's a light for every surface. The rear would probably have a small flat indicator light on the back of the machine's head, and the Shocker itself is small enough that you could probably see a side running light even if you were looking at it from the back.
Parts on both the Automaton and Shocker are animated. Automatons have steam emitting from their rear stacks and their gears turn depending on their actions (head gears- aka processors- are always turning unless deactivated, limb gears turn when it's moving). Shockers have a little propeller on the back that turns when they're moving. I should probably also give them a smokestack somewhere, plus a loudspeaker-shaped thing so that they can broadcast alarm tones. The underslung thing on the Shocker is meant to be this little Tesla-coil gun that delivers its electrical attack.
We're doing a mod project, check it out:
Slightly off-course, but I like the idea of having those crystals that somebody mentioned a while back, perhaps when added to equipment, they provide an enchantment as well as that extra level of detail. (From the colored crystals suggestion a few pages back)
I like it, although the space between the islands feels really empty. Floating islands, ice spikes, and that runic tower thing should do the trick.
Also, the name "Frore" bothers me a lot.
Judging by this picture it's hard to imagine you're trash at novaskin. Although I'm not too keen on the idea of a wolfy. I quite like the shocker. Maybe it could swim underwater with that propeller as well if its balloon is popped.
Figured it was time for a change.
Just curious, why does "Frore" bother you?
Would the Tundran and Wolfman coexist, or are they both potential candidates for the NPC?
I like the Wolfman design more, to be honest, as it is more unique. The Shocker looks great, and so does the Automaton, but I think it's a little weird for a battle robot to have a gun. Why wouldn't the gun just be built into the robot? Why does it even need arms?
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I agree, the Automaton's gun should be built into it. But I think that it should be integrated into the arm instead, as it could be more accurate and longer range.
so i just relised i can use The power of modded to build the center. i'ma do that real quick
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I like the "lock on" laser for the Engineer. I think it should have a semi-transparent thin orange laser that shows where the red beam will fire while it locks on to make it even more obvious, because an insta kill in another dimension could be very annoying. The images look great btw. Automations can stay the same, but I think they should have the musket built into their right arm. The shocker image is different than what I was imagining but the airship design looks pretty cool.
As for the NPC's at this point I think we should do away with them entirely. If I had to choose between one I'd say Tundran. But adding NPC's to this dimension would make things way more complicated. It would take to much focus onto the small steampunk area and mess with the nature vs tech theme. Plus we'd have to add another mob, and this dimension is already quite crowded. Hacked automations can work as the supporters towards the player (I like their color changing). Lastly I think it would make the robot way sinister if they have already wiped out their creators and now are moving to the rest of the world. We could probably have pictures or carvings of the creators around the gear as a relic of the ancient past.
I still want to add crystals, but we can't seem to think of any use for them. Armor doesn't need more buffing, but here's got to be something else that we could use.
Unrelated note, I really like the artstyle of these mobs.
Current avatar: Ralsei from Deltarune.
so i had was working on the center for about 10 mineuts, then i remembered the hard way i can't build decently even if my life depended on it
back on topic, i think that the rebel camp idea would work. although i must ask, wouldn't there be viallages of the cossaks? after all, i find it hard to believe that they ALL became technologically advanced and built a homicidal redstone machine. also, i'm a bit on edge of the wolf people, they just don't appeal to me personally.
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Sometimes I'm not the best at putting my thoughts into words. It just... I can't seem to put my finger on exactly what. Maybe because it sounds similar to "frost," and doesn't roll off the tongue well? An image of a dimension or prehistoric bird-like creature wouldn't be the first thing in my head when I hear "frist" or "frore." Feels kind of clunky.
Figured it was time for a change.
I'm just objectively terrible at spriting. With a Wacom tablet I can do passable MS Paint, which is what you see above.
Now, things I was thinking of today while away from the PC: definitions for the sentient mobs and their places, like what you'd see in a "Meet the X" article on Minecraft's web page.
Tundrans
"Who withstands winter's wrath?"
Tundrans are a type of Villager who live in the Frist. Since it's so tough to live out there- with scarce trees, save for the odd forest-type island, and the freezing cold- the Tundrans are similarly much tougher than their Overworld counterparts. You can immediately tell them apart with their fur coats, hats, and mustaches. They don't exist on every type of Frist biome, but generally the more livable ones, or ones near where the Gear or its tendrils are. Unlike the European-esque Overworld villagers, Tundrans are quite Eastern European/Slavic in feel, particularly Russian.
Tundrans have a set of unique professions. There are a few careers per profession but these all have the same name, unlike Overworld villagers. Professions are differentiated by hat trim, with the basic fur coat remaining the same dark gray color. Trading works the same as with Overworld villagers, but a Tundran in combat will disable their trades immediately. All Tundrans have muskets. They have a modified popularity system; hurting a Tundran more than 2-3 times will cause them to turn hostile to you- they don't take transgressions lightly. All Tundrans have 4 pips of natural armor, their fur coats being fairly thick and defensible.
All profession names are fairly in-dev; I don't know if the non-English names should be kept, but I think they'd be nice little flavoring pieces.
Tundrans have no Iron Golems- they can defend themselves just fine, thank you very much. Just like zombie pigmen, all Tundrans will become hostile to a player if they enter the "unpopular" range (and all that takes is a few sword swings). With muskets, they can ignore 25% of the target's armor, and the musket itself deals 6 hearts of damage per shot, and sounds a little like the Alpha Creeper/TNT explosion sound.
After shooting they take 3 seconds to reload, during which they slow down a little and their gun is shown tilting up. The ammo for the musket is musket balls, which they drop (along with their musket sometimes, and a few items related to their profession) if they die. The musket is craftable with iron ingots, wood, and a flint and steel; its bullets are craftable with gunpowder, paper, and an iron ingot. If schematics aren't dropped I think it would be one of those items demanding one.
Tundrans have smaller but more well-built villages than their Overworld counterparts. Their constructions use dark types of wood (spruce and dark oak) and frequently use logs as corners and supports. All buildings have some kind of flooring, are well lit, and overall are livable in, unlike some Overworld buildings.
Tundran villages might not have to deal with Zombies, but they have a bigger problem on their hands: Automatons. If the Engineer isn't destroyed, a Tundran village has a chance of experiencing an Automaton siege every night, more so if it's bigger. Automaton sieges begin with a single Shocker deployed on the outskirts of the village. If it's not destroyed within 2-3 minutes it will sound an air raid-style siren, and numerous Automatons will spawn and rush into the village attacking all Tundrans they see.
If you destroy Automatons inside the span of a Tundran village, you will gain a popularity point and the Tundrans will "respect" you. Respected state in a village means that during the boss battle against the Engineer, a single Tundran will spawn (assumed to be from that village) to help attack the Automatons coming to reinforce the Engineer. You can have as many helping you as villages you defended- only one per village.
Tundrans can also be "hired" with a fee of twenty Emeralds. If you do this they will follow you like Wolves and can be told to stay still or follow you. This is meant to give them a purpose after you fully explore the Frist; you can take one out of there with you and thus have a helping hand in fights or just to not be lonely anymore. Giving a Tundran the nametag "Rasputin" will render him invincible but will also make him unable to be hired.
Eh.. I wouldn't like to have a village every 10-15 chunks, but in the more livable areas and around where the Gear is, I think it'd be just fine. The Engineer would have no reason to keep engravings or pictures of the Tundran creators around, so having them actually living would be a very nice touch. And besides- this dimension has mostly just passive/hostile mobs. Actual complex ones beyond the Automatons, Shockers, and Engineer would be nice.
People generally don't like sentient #2 (the wolfman) so I think that option is eliminated overall. I personally really really like design #1 so I'll continue to keep it like that if people want me to draw more of these guys. The Automaton holds his musket because he could rarely drop it, but I figure that if it was built into his arm he would be more robotic, so I might redesign him. The Shocker is made like a small zeppelin because I think that looks more steampunkish, if that's a word; a spherical floating drone sounds like something you'd see in the new Doom, not in a vaguely 19th-century hell factory full of steam-driven clockwork robots with not a single digital item in them.
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Both are NPC candidates. I think they should not coexist, because then you'd have two mobs that would both fulfill the role of "intelligent armed neutral mob that can be convinced to help you fight the robot tide if you lend defense to them, and who flavor the dimension". If people really want it, I'd probably turn Wolfmen into more viking/tribal types who would inhabit ruins, but then that begs the question of "why expend the effort when Tundrans are more interesting and useful". As fishg said, that would also start to crowd things a little.
So far people seem to like the Tundran Villager a lot more than the Wolfman. I expected you'd probably vouch for design #2 though. If you want I can do an entire profession sheet for both types of design- the Tundran Villagers use hat trim to differentiate one another, while I'm not so sure what Wolfmen would use if ultimately selected (probably would give them hats of some kind- maybe side caps, because then they can wear those without conflicting with their ears-, because robe colors are kind of the Overworld villagers' thing).
The Automaton has arms so that it can open doors and manipulate its environment. It's for the same reason that a VT in the old Steel Battalion game had a manipulator: to clear its path and unstick debris. That, and it would simplify animations if it had a set of arms that held the musket, instead of having to aim it like an arm cannon. Finally, that would let it sometimes drop the musket, and would explain how the Tundrans have so many of them. It also lends a sense of sinister familiarity to it- I honestly want to shoot for a feel not unlike the Motorized Patriots from BioShock Infinite, without the recorded voices, presidential feel, or gatling guns of course.
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Here's a pretty big doodle I made regarding NPC professions and styles. Wolftopia made a good point about how alternate NPC types would be more unique, so I went for various clothing styles. On design #2 I gave alternating "quadrants" to their clothes, kinda like what people had way back in the 15-16th centuries. I do really like how that clothing style turned out; I should try it with design #1 as well.
Note that because wolves are largely canine in diet, if design #2 was adopted the Peasant profession would be changed to Hunter (since Peasants concern farming, which doesn't really mean anything meat related...).
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alight, i have an idea for a new automaton and weapon.
the automaton is called "the Steam Juggernaut". it is somewhat iron golem in shapem but with the automaton aesthetic, along with one arm being SUBSTANTALLY bigger than the other. and the reason for this? it's a gods forsaken cannon. to attack, the Juggernaut will aim it's cannon at you, there will be a 5 second warm-up time where you'll hear a hissing noise, and then it will shoot a copper/bronze cannon ball at you that deals very heavy damage, keeps going if it hits an entity, and if that wasn't enough, it bounces, so if you're back's agains the wall, it may end up hitting you twice. however, this juggernaut does have a few weaknesses, first, as i sail, it's slow, meaning it's easy to kite, secondly, when it fires the cannon ball it will be completely stunned for about 5 seconds, think of it using almost all it's steam reserves to fire the cannon. and thirdly, the cannon ball, as i said, can barrel through entities, so if there's a large group of automatons near you and the juggernaut fires, then it will do ALOT of damage to the automatons, i would say it could even 1 shot the shockers, do to there small, easy to crumple frame.
and ofcourse, the player can use this to. I'm calling it either "the copper Calamity" or "the bronze buster". and it functions pretty much the same as it does for the steam juggernauts. it has a 5 second warm up period, fireing it launches a cannon ball that deals heavy damage, barrels through enemies, and bounces, and fireing it also applies a 5 second "staggered" debuff, which is basically just a stun. it's meant as a primarily crowd-control alternative to the bow and musket. lacking the bows versatility and enchant ability, and the matchlock/musket's range in exchange for purse damage against large amounts of enemies
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do you think that schematics would be more acceptable if they where called Blueprints? because i still feel that they're the best balance of boss loot and not having to grind.
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What if the frore makes a sound that is similar to "frore"? This could explain why they are called frores. I made some example sound effects:
Idle: https://drive.google.com/file/d/0B2ApagiuefghYTRPMEQ2aDdIVzJ0dDVPZW1IeFZkTDBfR21n/view?usp=sharing
Alerted to Player: https://drive.google.com/file/d/0B2ApagiuefghaUQxR1NYT0dhajBUUGl2NVFfWFBEOHBqY2NZ/view?usp=sharing
I'm not very good at accents or impression but I did my best to get the idea across. I tried to make the sound similar to the raptor sound effect from the Jurrasic Park movies. For reference (starts 3 seconds in):
That sounds great. I'll draw it later. I think it'd have two big smokestacks on the back instead of one, and to indicate it's about to fire it'd shoot more smoke out with embers, maybe even with some sort of train-whistle effect.
The weapon itself should be fairly simply named- it's up to the player to give their tools a cool title, after all. I figure "Steam Cannon" would work well. To balance it, you would have to carefully manage pressure with a dial on the outside of the cannon; too little and the cannonball will just shoot forward a little and hit the ground, but too much and the gun will explode, taking away a huge chunk of its durability and inflicting high damage on yourself. It would also probably consume not just copper cannonballs, but also coal, to represent the fuel its boiler is consuming.
Sounds great- good job. Maybe a little reverb and a more bestial feel (processed in some sort of sound program) would improve it.
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i like that idea, but the explosion should do an AOE damage. so if you're surrounded you can overcharge it and deal much damage to enemy forces. also, what if there was a way to make the Juggernaut misfire? perhaps right-clicking him with a slime ball or such would clog the barrel, causing the aforementioned explosion, dealing heavy damage to the juggernaut and potentially even destroying the cannon.
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-Let's make some noise
I like the idea of the steam cannon. However... A train whistle, you say? There is no way you're including that and not having it drop so we can attach it to our minecarts. I'm not necessarily jesting, either. Sounds like a neat little thing to have. Perhaps could be used to scare mobs away from tracks as well as fulfilling our horn and whistle spamming needs.
I believe I'd be able to get on board with that just fine.
EDIT: stronk grammar comrades
Figured it was time for a change.
so I've been thinking about my previous suggestions here, y'know, the one with the schematics, and i came up with some revisions.
First, the Schematics would be re-named to blueprints, to make it sound less techy, and the "copper dynamics" Schematic/Blueprint would be removed entirely, the things learnable with it would instead be craftable by default, but they would still take copper. and yes, i still think Schematics are the best way to go. it allows for things you may use somewhat frequently (seriously, think of how much a redstone nerd such as the youtubers Xisumavoid or Mumbo jumbo would use the Redstone core), while not forcing players to constantly be hunting for gear dungeons. it also means that we could be a bit more flexible with the Core's drops. for example, if we where to make the Artillery cannon require Defeating the controller, if we where to make it drop the cannon in the flesh, erm, metal, then we would need a reason for it to drop the cannon, such as giving it a couple turrets that shoot it. While with the Blueprint, i could believe that it had the designs for a steam cannon inside of it, after all, it is building Robots that use them.
Alright, back on topic, I think the steam armor should stay, and no, not because i made it, but because i recognize a bad idea, even if it's mine, and this isn't one of them. Anyways, the blueprint would be re-named "steam Artillery" and the steam Cannon would be link to this blueprint. As for the suit, it could use some tweaks, but i think the main thing that should change about it is that it should use solid fuel instead of water, mostly because water is a pain in the rear to bring around with you. Again, there's currently no armor that sacrifices protection for utility, and i think linking it to the steampunk dungeon is the best way to integrate it.
Also, one last thing, there should be an NPC that can convert 2 like blueprints to the other type (so 2 redstone core blueprints into 1 steam artillery blueprint) for a hearty some of- actually, what would the Frist NPCs use as currency? would they use emeralds like villagers, or would they use something unique to the dimension?
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