Jacek Posted June 28, 2014 Share Posted June 28, 2014 Well it is very simple ... as of corse for idea.. first you should watch appleseed movie.. for inspiration .. and for the "singnificantly difference" just add a jump pack or buster to the back of the landmate and you will have A BF difference on the field.. ! of corse it should cost a looot money but .. worth it I know X-xom series since childhood. I starded playing it when i was 15 years old.. This game is somewhat important to me.. just remind me times when i had come from school and sit to play X-com hours and hours... MAking it .. you would just make a new content uou would make my dream game to come true.. Really landmates/mechs is the only things in this game i m missing please consider Best Quote Link to comment Share on other sites More sharing options...
Solver Posted June 28, 2014 Share Posted June 28, 2014 This looks simply amazing. I'll have to implement variable sight ranges just to go with this armour! Quote Link to comment Share on other sites More sharing options...
Victor_Tadeu Posted June 28, 2014 Share Posted June 28, 2014 Max_Caine, omg, this is pure gold!!! How much time are you spending on it!? It really looks like a professional work! Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 28, 2014 Author Share Posted June 28, 2014 To give some idea what knid of work still needs to go into this project. Up to now, there are essentially 4 major stages yet to go: Rendering Post Processing Spritesheet stuffing Coding The current stage that I'm currently on is rendering. (Although this is likely to change). A scene in Maya (i.e. all the animations required for one full animated weapon) must be rendered from eight different cameras. A single scene from a single direction requires 696 or so frames of animation, so that's 5568 frames per complete scene. It generally takes a day or two on my computer to render out roughly half the frames involved. Following Chris' suggestions, I'm putting most of the rendering on hold, so I can focus on getting the best model possible. So it's unlikely that I will have the armour fully rendered until the end of July, by which time I will have practiced enough with post-processing and spritesheet stuffing to be able to quickly rush through these last two stages. Then it comes to coding... and getting the spritesheets right for that is going to be difficult. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted June 28, 2014 Share Posted June 28, 2014 I notice that some features if CMP 0.21 has been implemented on vanilla. What about that this armor pair the wolf and buzzard adding TU, Reflex and Psy defense at cost of total armor protection. It could be great ghost armor for scouting and dealing with powerfull psionic attacks. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 29, 2014 Author Share Posted June 29, 2014 To me, The Prophet is recon armour, not stealth armour. Like the Harridan it's based on, it's all about sensors and analysis. The Prophet should emphasise detection, investigation, revelation, analysis. Stealth is an aspect of the Prophet, but it's not the emphasis of the armour. Stealth armours are usually intended for penetration, for sabotage, to execute unexpected attacks. A solider in Prophet armour isn't expected to carry out deep penetration - it's expected to detect ambushes, to find the enemy rather than to sneak past it. I'd far prefer if I could incorporate more detction-based abilities, such as configurable night vision, or Sebillian-esque ignore smoke, or any other type of vision/detection. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 29, 2014 Share Posted June 29, 2014 It could be great ghost armor for scouting and dealing with powerfull psionic attacks. Whenever we do get that type of armor I stand by my suggestion I'd love to see an armor which completely negates successful mind control attacks, turning them into a much more harmless panic event. I'm starting to feel it should be a high-tier armor though and Max does have a point with the features he has in mind. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 29, 2014 Author Share Posted June 29, 2014 There are two psychic powers that really get to people - hallucinate (or Berzerk) and Mind Control. Fear doesn't have an immediate effect, Paralyse does but not a "shoot other people" effect. It's MC and Berzerk which make people the most upset, because those two powers are the ones where your own soliders shoot each other, and you don't see those powers until mid/late game when leaders turn up. Personally, I think psychic defences should start to appear about that point as up to then psychic powers are annoying but manageable but once Leaders appear they go from annoying to deadly. So yeah, I agree with KevinHann. Quote Link to comment Share on other sites More sharing options...
Solver Posted June 29, 2014 Share Posted June 29, 2014 I'd far prefer if I could incorporate more detction-based abilities, such as configurable night vision Just implemented configurable night vision, with some rounding-based annoyances though. Quote Link to comment Share on other sites More sharing options...
Emperor_Zoron Posted July 26, 2014 Share Posted July 26, 2014 Bumped because I like the look of that armor. Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted July 26, 2014 Share Posted July 26, 2014 ...Why? What was the purpose of that? You're giving false hope to people who actually thought there might be an update, not to mention you're necroing something nearly a month old. Quote Link to comment Share on other sites More sharing options...
Langy Posted July 26, 2014 Share Posted July 26, 2014 This is absolutely amazing. Tell your art team 'great job,' and good work yourself on managing this effort. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 26, 2014 Author Share Posted July 26, 2014 The nightmare isn't over yet. Since I last wrote, the guy I hired to do the final fixes to the animations could only do half the job. Which meant that I've had to find another guy. Thankfully, a guy who I can trust has just become free, but it's a been a real nightmare finding reliable help that's available. Quote Link to comment Share on other sites More sharing options...
Shepard Posted July 26, 2014 Share Posted July 26, 2014 Just... WOW ! The armor looks so nice, I love the chest armor plating and the helmet design. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted August 12, 2014 Author Share Posted August 12, 2014 Following feedback form Chris, I went back to the original modeller and he's given it a new spin. What's your opinion on these new textures? Here's the concept art to compare and contrast against: Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted August 12, 2014 Share Posted August 12, 2014 That's definitely an improvement. It's much less shiny and now it looks like a real armor. Quote Link to comment Share on other sites More sharing options...
blackwolf Posted August 12, 2014 Share Posted August 12, 2014 this is just amazing! i dont even know any word to describe it º¬º!, a full congrats for you and the people who are helping you max, a really awesome work :Db! Quote Link to comment Share on other sites More sharing options...
kabill Posted August 12, 2014 Share Posted August 12, 2014 I'm not sure I really had a problem with the old version, but I like the new version too. Look forward to seeing the finished product. (Except, the cameras/sensors in the helmet apparently make me think of spiders). Quote Link to comment Share on other sites More sharing options...
MortuusSum Posted August 13, 2014 Share Posted August 13, 2014 I never noticed the original thread. Seeing this now, I am in physical pain from how much I want it. The appearance and mechanical niche are both great, and the Xenopedia entry you put together in the OP is (like every Xenopedia entry you've done) spot-on; the mixture of sarcasm and information is perfect. Quote Link to comment Share on other sites More sharing options...
LordJulian Posted August 13, 2014 Share Posted August 13, 2014 That's alot of dedication that you've put here, even for a niche game like Xenonauts. Bravo. Quote Link to comment Share on other sites More sharing options...
silencer Posted August 13, 2014 Share Posted August 13, 2014 Reading all those problems, it's funny that you have retained some portion of humor. I would like to ask, how this armour should replace Wolf armour - I'm guessing that it's purpose is to compete with Wolf armour. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted August 13, 2014 Author Share Posted August 13, 2014 Prophet armour isn't intended to replace Wolf, it's intended to compliment it. I've tested this using stand-ins, but vanilla Prophet is currently intended to have the same armour as Jackal with a sight range of 22 and a view cone of 180. It'll take a hit or two, but the significantly longer and wider sight range is the real draw with Prophets. Quote Link to comment Share on other sites More sharing options...
skaianDestiny Posted August 13, 2014 Share Posted August 13, 2014 With an X:CE version, do you think you include an accuracy bonus? It would make sense for an armor based on Harridian suits. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted August 13, 2014 Author Share Posted August 13, 2014 Accuracy or reflexes... or possibly both. I don't know without testing whether it would be worthwhile. Quote Link to comment Share on other sites More sharing options...
raziel1981 Posted August 14, 2014 Share Posted August 14, 2014 the new textures look freakin awesome max Quote Link to comment Share on other sites More sharing options...
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