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  #61  
01-31-2009, 10:09 AM
Malloy
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true.

I'll make it to a 'Tee', but will play around with it to see if i can make something more don.

Ha, im lovin the way 'Roid's fists are the same size as Munch. I take it Roid's melee is more dominant then his electro zapper. I was thinking to keep it balanced... Roid's melee is uber powerful but he obviously has to be in range. His other attack is his 'Zap' which once used Sends multiple random Zap's outwards latching onto any nearby enemy's which obiouvsly get dished a shitload of damage. Once the player decides to use the 'Zap' Roid reverts back to the Gabbit. If the players do not use the 'Zap' they will still revert back to a Gabbit in a duration of time.
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  #62  
01-31-2009, 02:18 PM
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or after taking a hit. If after his zap he reverts, then he'll need to be close to do other attacks, so he'll be in an easy spot to hit. Some players may be able to dominate with this though. just a thought.
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  #63  
01-31-2009, 02:30 PM
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hmmm yeh... need a fair system of gettin a Gabbits rage metre up. possibly survived damage?... so the player takes hits, runs away, heals but his damage metre doesnt reduce. Increases survival efforts. Although that system is very easy to manipulate.

Ideas?


Also equiptment... the bear trap thing that snags Munch in the cinematic would be awsome lol. Stalls an opponent and alerts all of the team to their where-abouts.
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  #64  
01-31-2009, 03:27 PM
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This badboy?



Yeh im working on it, but seriously thinking of customizing the goofy bits at the side of the mouth :P
YES!
This one is cool!
Gabbit Brute Rulez!
Oh,and you can do,if the rage meter is full,the gabbit will begin getting mad,put the "Incredible Hulk!" them,and he will be this.
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  #65  
01-31-2009, 03:37 PM
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but how does the rage metre build up?!
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  #66  
01-31-2009, 04:06 PM
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This badboy?


I totally see a boss battle spawning from this picture!
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  #67  
01-31-2009, 04:14 PM
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lol wut?

Roid is on the side of good, no matter how angry.

How does a Gabbit's rage metre build up?!
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  #68  
01-31-2009, 06:47 PM
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lol wut?

Roid is on the side of good, no matter how angry.

How does a Gabbit's rage metre build up?!
Taking the easy way out would be me saying that after a certain amount of successfully landed hits, the rage meter will begin to fill.


But that's me taking the easy way out, I'll think up something convultedly hard to fill up the rage meter with later
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  #69  
02-01-2009, 04:56 AM
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I'm thinking... Gabbits start off with fuzzles as weapons and whenever the gabbit takes a blow or a fuzzle is killed the rage-o-metre goes up. After a few re-stocks of fuzzle minions I'm sure some people will be able to Roid.
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  #70  
02-01-2009, 10:55 AM
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I'm thinking... Gabbits start off with fuzzles as weapons and whenever the gabbit takes a blow or a fuzzle is killed the rage-o-metre goes up. After a few re-stocks of fuzzle minions I'm sure some people will be able to Roid.
I think this is the best way for it to go up. I don'y know how it should go down again though...
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  #71  
02-01-2009, 11:12 AM
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Everytime the Gabbit gets killed or stunned/dazed :P

Ok basically now I've done a character I'm going to look at weapons so I could perhaps put a test out in the next couple of months, whilst working on other characters and content.

Because Munch and Stranger's games were first generation the detail in the weapons are vague so I'm going to my drawing board, I'll post shortly with my findings into this re-constructive expedition. Oh yah, Stranger's Wrath weapons or not? They dont seem fitting to the Abe/Munch sort of technology.

opinions?
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  #72  
02-01-2009, 01:39 PM
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Sligs+Rage Full=Big Bro
Gabbit+Tage Full=Gabbit Brute
Mudokon+Rage Full=Mudarcher/Tomahawker
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  #73  
02-01-2009, 02:53 PM
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I was thinking more...

Gabbit + Rage = Roid (Gab Brute)
Mudoken + Spiritual Energy = Shrykull
Sligs + Kill Count Promotion Mk1 = Armoured Slig
Armoured Slig + Kill Count Promotion = Big Bro Slig
Big Bro Slig + Kill Count Promotion = Armoured Big Bro Slig

Oh and some Blitzpacker concept ideas:

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  #74  
02-01-2009, 03:48 PM
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I don't know how it should go down again though...

I find this to be a very simple solution. It could stay filled untill he uses it, and then it empties itself. Getting hit would make it too hard to fill; what if you're in the middle of a huge battle, and you fill it, but when you were about to use it, you got hit, and lost some of it? This could become a very large frustration for players. Simply make the Rage meter longer to fill.
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  #75  
02-01-2009, 03:52 PM
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Yeah Rage loss = getting stunned by stun prods (Intern weapons/can be used by sligs), Using the roid or getting killed.

Hmmm I was thinking maybe Slig players should be just the creature with no legs, but they spawn in a vehicle (legs) but can opt to get out and crawl about and get into other slig mobilities like the chopper pack. People talk about Slig tanks but i dont know/cant remember what they are.
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  #76  
02-01-2009, 09:03 PM
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Yeah Rage loss = getting stunned by stun prods (Intern weapons/can be used by sligs), Using the roid or getting killed.

Hmmm I was thinking maybe Slig players should be just the creature with no legs, but they spawn in a vehicle (legs) but can opt to get out and crawl about and get into other slig mobilities like the chopper pack. People talk about Slig tanks but i dont know/cant remember what they are.
They are tanks,but then with no guns,but slig body.
Oh,and i have an idea of starting weapons.
Gabbit=Fuzzles
Slig=Gun
Intern=Gun
Mudokon=Mudarch thingy
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  #77  
02-02-2009, 01:27 AM
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I've an idea. I don't know if anyone has said anything like this, but perhaps all Mudokuns could have throwing rocks as a secondary medium range attack. Or all natives even.

And this might be thinking way out there, however maybe Munch and Abe could be considered 'Heroes' of sorts that are only unlocked after a certain amount of points (or whatever) are achieved, or if not that, just their spritual/scientific counterparts (Skrykull, Brute). Just an idea thrown into the pile.
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  #78  
02-02-2009, 09:48 AM
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@ Above post, I think someone suggested 'Slingshot' for mudokens which is a good starting weapon and that will use stones (unlimited ammo) which will do minimal damage, but enough to eventually kill.

I finished the basic low poly Blitzpacker, the ones in Munch's Oddysee wer so low detailed I didnt actually know what they looked like so this will have to do. I have to make a high poly now and get normal maps ready for compilation.



those are default shader colours from Max. d/w the texture will 'pwn' that.
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  #79  
02-02-2009, 10:54 AM
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I would suggest instead of colour-coding the Blitzpackers differently, you use the Artbook's variations and scaling-power weapons. If you dont have the Artbook I dunno what to suggest. Also there's much better reference pics for the AO, AE, MO and SW weapons in better detail on TOGG.
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  #80  
02-02-2009, 11:04 AM
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3d art is fine, but have I missed something in terms of how you're going to programme this?
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  #81  
02-02-2009, 11:32 AM
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Luckily I have friends from my Halo CE days who already know Kismet, plus I'll be learning it as I go so its happy days.

@ Munch's Master, um... those weapons are fine, its just the lack of blitzpacker references in detail which is what I needed, so I used a screenshot of Munch's Oddysee from the TOGG of a Blitzpacker vendo, and drew a concept on paper as to their dimensions and what not. Plus a little customisation of the model, shows its not ripped and will not get any copyright issues goin on.

UVUnwrapping it now, then doing a high poly for normal map and ambient occlusion maps.
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  #82  
02-02-2009, 04:07 PM
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@ Munch's Master, um...
Malloy, if you want to direct a statement towards someone, find their post and press the "Quote" button in the bottom right-hand corner of the post. Btw, the Blitzpackers look really nice. Keep up the good work!
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  #83  
02-03-2009, 09:32 AM
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wow, I never realised you could quote... Thanks Abe.



The models been UVunwrapped and has a wip texture on it, but here is what it will sorta look like ingame. Anyone know what the ammo cans design is or where I can find it?

edit: Ok say good bye to the weapon in the picture above... Just got my hands on the designs out of the art book :\... its totally inaccurate. Its being started over from scratch.

Last edited by Malloy; 02-03-2009 at 10:31 AM..
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  #84  
02-04-2009, 09:45 AM
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If I knew the Italien word for beautiful I would say it, but since I don't, I'll just say beautiful. Even though you think it's not acurate, it's still awesome. How long does it usually take to get a model like that done?
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  #85  
02-04-2009, 12:07 PM
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Thanks, but that gun is unbelievably simple and inaccurate so im starting from scratch.

That model took 20 minutes, UVwrap took 30 mins, texture took 15 minutes. But its rediculously ugly and simple and 'Bleeergh' (slig quote). It was more of a normal map test for me (the grip dimples) because im getting better at normal map generation to its all good.
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  #86  
02-04-2009, 04:29 PM
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wow, I never realised you could quote... Thanks Abe.



The models been UVunwrapped and has a wip texture on it, but here is what it will sorta look like ingame. Anyone know what the ammo cans design is or where I can find it?

edit: Ok say good bye to the weapon in the picture above... Just got my hands on the designs out of the art book :\... its totally inaccurate. Its being started over from scratch.
Anytime, anytime. Btw, the Blitzpacker looks super great! But yeah, it looked nothing like it did in the art book.
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  #87  
02-04-2009, 04:49 PM
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Which is why I must buy it :P.
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  #88  
02-05-2009, 07:24 AM
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I also am intending to buy the artbook ASAP. Just need to sort out my debit card.

Also I believe the cans are Soulstorm Brew, from the screenshots and pics I've seen they look to be cans of Brew. That also sounds logical to me as I doubt the Brewery that Abe blew up would be the ONLY Soulstorm Brewery in Mudos, or if it was there would still be a substantial quantity of the product around.

I've also seen a video of a blimp drop[ping a Brew Vendo that then shoots a mudokon with Brew cans ala the Blitzpacker, so I further would imagine Blitzpackers fire cans o' Brew.
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  #89  
02-05-2009, 09:34 AM
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@ Above post, I think someone suggested 'Slingshot' for mudokens which is a good starting weapon and that will use stones (unlimited ammo) which will do minimal damage, but enough to eventually kill.

I finished the basic low poly Blitzpacker, the ones in Munch's Oddysee wer so low detailed I didnt actually know what they looked like so this will have to do. I have to make a high poly now and get normal maps ready for compilation.



those are default shader colours from Max. d/w the texture will 'pwn' that.
Cool!
Oh,and ask the guy who hacked Munches Oddysee,he can get the textures.
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  #90  
02-05-2009, 05:47 PM
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I make my own textures man, 100% custom content otherwise im looking at a potential lawsuite.
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