These creatures don't quite seem to fit in with the aliens too well they look like real bugs. If anything it should look like a smaller (size of planned babblers) less 'evolved' skulk in order to stick with the NS theme.
Of my favorite of the bugs, 2 looks like it could hurt with those horns/jaws but the legs are kind of small and 4's body is cool but the head looks like a spider's and out of place.
This is all opinion I guess but these don't really seem too NS like. The crag's lookin good though.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited August 2010
nice ideas about the crag :) im wondering if this structure would be dropable close to the front line, since there it would be most useful. btw.: still waiting for infestation!
so is this really an update or just trying to make more time to fix the server-side lag? i mean, not to be a ######, altho u will all see it that way, id like to try and test the game before we put more ###### in it... if it isnt testable for most people... u r only getting a small perspective from the people who have better computers *cough* caste system in a way....... also... we're still trying to figure out the general art, let alone the actual 3d image of babblers? mmm.. i say ns2 in 2012... hopefully b4 the end of the world.
that aside, we can't ignore the stage of development... i'd say #8 as it looks more parasitic since the babblers are apparently only to slow down/slightly hurt the marines. a parasite would make more sense in that aspect. looks like a tick.
I think later down the road maybe in beta there should be particle effects that surround the crag that looks look a swarm of small flies or very small creature of some sort. When a damaged alien player approaches the crag a swarm of the flies surround the alien and tend to its wounds. The bugs could be seen sprawling from inside the holes seen in the concept are and it could behave as some kind of mini-hive. I just thought of that idea as a cool visual effect that could be done later on when all of the more important stuff is done. I just think it would be good so that there is a visually plausible way to understand why standing near this crag will provide medical care especially for newer players.
<!--quoteo(post=1795406:date=Aug 20 2010, 04:53 AM:name=JAmazon)--><div class='quotetop'>QUOTE (JAmazon @ Aug 20 2010, 04:53 AM) <a href="index.php?act=findpost&pid=1795406"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love the facial expression on the marine in the concept. Hes all like "teh fu*&!?"<!--QuoteEnd--></div><!--QuoteEEnd-->
Very much like everyones reaction to this update :P
<!--quoteo(post=1795396:date=Aug 20 2010, 08:08 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Aug 20 2010, 08:08 AM) <a href="index.php?act=findpost&pid=1795396"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->why not just use them all :p. already have stuff like multiple rifle sounds, ambient sound layering.<!--QuoteEnd--></div><!--QuoteEEnd-->
I actually really like that idea. I understand first-things-first as far as modeling and animation go, but having multiple random skins on spawn for each player, even if it's just scuff marks or dents or missing teeth or whatever... could really go far to keep things fresh. When you see 3 skulks coming at you it will help you feel immersed, not remembering that they are exact clones > skinned models > it's a game. Having 3 slightly different models would be even more fun.
I haven't heard of "Feed" for skulks yet! How scary-awesome to come around a corner to a bloody mess (I am not safe here), or a half-eaten corpse (are they still... here? are they still... hungry?)!
As far as Babblers go, I really think you just have to match their function. 1: Weak, swarming 2: Tick, latch on and eats 3: Looks fast, gas on death? Maybe seeks aliens to heal a few squirts. 4: Jumper, toe chewer 5: Venom for DOT, obviously! 6: Pus filled. Kamikaze acid or sticky goo burst to attack. Looks slow. 7: Faster than 6 but looks like a armor-piercing straw to me. wall climber? 8: Looks strongest, more time to kill means less time to shoot something that matters 9: Looks big, fast, and jumpy 10: Big antennae means perceptive... maybe knows when marines are near, or seeks out structures to parasite 11: Looks huge. Gorges can ride him for extra speed.
So whatever you do, they should just look like they evolved to do just that. I like #3.
Loving the creepy babblers. I'd say choose the one depending on how you want them to move (swarming, crawling, jumping all possible depending on which you one you choose!). #4 probably creeped me out the most, like it's going to jump on my face and eat my nose.
Why not implement 3 of them and have them do different things. One that attacks marine face so the person can't see properly and has to "melee". A second type that attacks the feet (slows marines down) and another which steals ammo. :D
My favourites are numbers two, four, five and seven because they have the most original and strange aspect that could make them an icon thing in NS2 XD
Yeah I think there should be a minimum of 3 different models used, that would really had to the swarming effect. Or maybe even make that swarming affect passive. Say perhaps when the chambers are shot or take explosions these things swarm out automatically or perhaps just when the chambers are actually destroyed =) Content people content! Oh yeah, make offense chambers more intimidating
<!--quoteo(post=1795447:date=Aug 20 2010, 04:56 PM:name=hookuy)--><div class='quotetop'>QUOTE (hookuy @ Aug 20 2010, 04:56 PM) <a href="index.php?act=findpost&pid=1795447"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Guys, having 3 or more different models means 3 or more different animations (bones, rigging, etc), what means, more job for devs.
Of course having more diversity is better, but think there are lots of stuff to do in the game yet. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
sure its alot more work, but we dont need alot of different models right now in alpha, or even beta. but its something to think about for the final product.
Wow, extremely impressed with the amount of gameplay going into this one chamber. This truly sounds incredible, I really can't wait for the game in its full glory. Looking forward to checking this guy out in alpha/beta!
Comments
Durka Durka :D
Reminds me of Zerg
Personally, I like concept #3 and #9 for the babblers, with 9 being my favorite.
Also, I'm digging Ody's idea about parasited marines attracting the babblers.
Of my favorite of the bugs, 2 looks like it could hurt with those horns/jaws but the legs are kind of small and 4's body is cool but the head looks like a spider's and out of place.
This is all opinion I guess but these don't really seem too NS like. The crag's lookin good though.
A combination of 3 good models would work best.
btw.: still waiting for infestation!
(edit: this dynamic infestation)
I agree with Lazer, they should look like a less-evolved Skulk, so my vote goes for #4 or <b>#9</b>
Also, the crag sounds great!
that aside, we can't ignore the stage of development... i'd say #8 as it looks more parasitic since the babblers are apparently only to slow down/slightly hurt the marines. a parasite would make more sense in that aspect. looks like a tick.
Worked fine in AvP2, IMO.
Very much like everyones reaction to this update :P
I actually really like that idea. I understand first-things-first as far as modeling and animation go, but having multiple random skins on spawn for each player, even if it's just scuff marks or dents or missing teeth or whatever... could really go far to keep things fresh. When you see 3 skulks coming at you it will help you feel immersed, not remembering that they are exact clones > skinned models > it's a game. Having 3 slightly different models would be even more fun.
I haven't heard of "Feed" for skulks yet! How scary-awesome to come around a corner to a bloody mess (I am not safe here), or a half-eaten corpse (are they still... here? are they still... hungry?)!
As far as Babblers go, I really think you just have to match their function.
1: Weak, swarming
2: Tick, latch on and eats
3: Looks fast, gas on death? Maybe seeks aliens to heal a few squirts.
4: Jumper, toe chewer
5: Venom for DOT, obviously!
6: Pus filled. Kamikaze acid or sticky goo burst to attack. Looks slow.
7: Faster than 6 but looks like a armor-piercing straw to me. wall climber?
8: Looks strongest, more time to kill means less time to shoot something that matters
9: Looks big, fast, and jumpy
10: Big antennae means perceptive... maybe knows when marines are near, or seeks out structures to parasite
11: Looks huge. Gorges can ride him for extra speed.
So whatever you do, they should just look like they evolved to do just that.
I like #3.
-Clove
- It looks fast
- It looks like it could do some damage
- It looks unintelligent (which is good in my opinion)
You should definitely leave out the eyes, it helps make the creature seem more directed by something else. (like the alien commander)
Choose an alien from:
<img src="http://img80.imageshack.us/img80/8476/babblerssketchesfixed80.jpg" border="0" class="linked-image" />
I'm sorry, somehow I like the number 3 ^^
Of course having more diversity is better, but think there are lots of stuff to do in the game yet. :)
Of course having more diversity is better, but think there are lots of stuff to do in the game yet. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
sure its alot more work, but we dont need alot of different models right now in alpha, or even beta. but its something to think about for the final product.
Thank you chuck!