How about now? tried to reduced the width of the arms and increased blade width
-R.
How about now? tried to reduced the width of the arms and increased blade width
-R.
The "forearms" look good again, the glaws may be a tad to big now. I think they were only too small in the last shot because the forearms were too huge. I'd combine the current forearms with something between the last and the current iteration of the claws.
Try to imagine how the claws can be raised and slash quickly. In Unvanquished, every melee attack you make deals damage instantly, so the slash animations should be reasonably fast. Have a look at the Marauder slash animation for an example. The Dragoon doesn't need to slash as fast as that but it shouldn't really need a long time to raise the claws, which it does when they almost scratch the ground like this it can't just raise the forarms and extend the claws simultaneously right now).
The longer body looks good, I'm not sure though whether the last (two) row(s) of legs need to be adjusted in position for this. gavlig's call.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
It's good with me. If blades will be too big i'll just make them a bit smaller just enough to fit into animation.
Ping.
Started working on more details
I have again changed the proportions of the front claws :-O
-R
What do you think of removing the scythes and sharping the ends of the vertical limbs that they were attached to, so that they attack like this? I still have a hard time imagining swift attacks like that with the current claws.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
How about now ?
-R.
The thorns/spikes as such are a bit long, apart from that I really like it! They should be short enough so that they can be held vertically without reaching the floor.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Like that?
-R.
Looking good to me! Gavlig, any last comments on the limbs?
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction