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Posted: 30-08-2004 05:51
by Cenotaph
That model was exactly what DB needed.
Perfect. DeathBall is about blood and gore, we cant have more of those nasty pseudo-punk characters

Posted: 30-08-2004 05:55
by The_One
The character looks really nice. Ball is kinda cheesy though. :p Bit too much of a "Death ball".
p.s. Is there any way we could lose the rings (or change them significantly) but keep high ball visibility? They just scream bombing run.
Posted: 30-08-2004 06:00
by Twigstir
Alars wrote:
having a red ball ring would be confusing for noobs unless the ball rings change to blue when a blue team player fires/volleys the ball. Green is fine. but honestly, when your playing DB, do you notice the white in the ball rings twig?
As clear as in the pic - no. But as a whole, the effect is a bit wishy washy and I notice it. The current ring might look better and be more visible against Green grass however, it's mostly viewed with lighter colored walls behind it. Often against light browns and gray. In my opinion a green to neon green would stand out a little better plus look better in screenshot for PR purposes.
I think a darker red to red and darker blue to blue would look awesome with the ball concept. Those are the two best color choices for the ball concept. However, they already are team colors and it might not work out well. Yellow or gold would be my next choice, but thats a Bombing Run ball ring color. Green might even work out better than yellow against light colored walls anyway.
Posted: 30-08-2004 06:06
by BrileyPS
Can death ever be cheesy?...doom 3 is cheesy:) hehe jk one, I can see what you mean..but I think the ball adds to the feel of style that I want to create for Deathball.
If it was just a metal ball I think it would be dull, actually I think you wont even notice it much in game (the skull) as I was thinking it more of a logo for the game.
I agree with some of what you posted twig, on the different looks for the characters, and I would like to make them as varied as possible. But I think that one uniform type will be cool enough, and since I only have so much time to commit to deathball I will have to try and make them varied on model size, ie large guy, small guy, middle guy and items to place on them.
The female models will come down the road, after I get the other models done. I was also thinking along the lines of tats for the faces, scars...so on to help make you feel more comfortable with the character you choose. Thanks for the responses so far, and some of the examples of your thoughts..I'll keep checking in and see if there is more.
BrileyPS
Artist
Posted: 30-08-2004 06:06
by DavidM
Requiem`` wrote:
About Ball ring..... maybe a red/dark red would fit well..... maybe give it a try
no, the ball ring can be any color except red and blue. these are reserved for team colors. brett indicated that it's gonna be gold prolly
Posted: 30-08-2004 06:08
by DavidM
"p.s. Is there any way we could lose the rings (or change them significantly) but keep high ball visibility? They just scream bombing run."
I agree, I'll try to get him to come up with something else

more glow :)
Posted: 30-08-2004 06:15
by Inphidel
ok might think its corny some of you. but here is what i think would be a possible way to make the ball more visible. and possibly get rid of the bombing run rings?
the ball sorta like our current one, glowing frmo the inside. cept with slot type looking holes on the side, so you can see the glow from all dirrections. sorta like a basket ball has that black stripe all around it. cept the black stripe would be glowing.
here is a lil quick photoshop make
Posted: 30-08-2004 06:17
by Inphidel
DavidM wrote:
no, the ball ring can be any color except red and blue. these are reserved for team colors. brett indicated that it's gonna be gold prolly
::votes for purple or orange::
Posted: 30-08-2004 06:20
by DavidM
purple = ghey
orange = too similar to red as well
=> no
that pic of yours.
the ball is pretty small, so it needs to be highlighted by something else, like these rings, hm

cant make the ball model larger for gameplay reasons
Posted: 30-08-2004 06:21
by BrileyPS
Not a bad suggestion Inphidel, I like the glow within the ball that shows the skull eyes more:) I'll play with that some and try and adjust the ball ring to go away from the bombing run feel.
BrileyPS
Artist
Posted: 30-08-2004 06:24
by The_One
Could the ball have some kind of obvious ambient glow the size of the current rings?
Posted: 30-08-2004 06:25
by Inphidel
DavidM wrote:
purple = ghey
orange = too similar to red as well
=> no
that pic of yours.
the ball is pretty small, so it needs to be highlighted by something else, like these rings, hm

cant make the ball model larger for gameplay reasons
true true. but i don't think anyone plays db without the lil triangle over the ball anyway

but i know whatcha mean, all depends on how the slot type things come out i guess.
Posted: 30-08-2004 06:27
by DavidM
well the ball has a big and a small radius, depending on delays (hardcore players know

)
and these 2 radii are exactly the size of the small ball and of the big rings
Posted: 30-08-2004 06:29
by The_One
I don't think you need to be hardcore to notice that. Especially if you're in goal. ^^
Posted: 30-08-2004 06:30
by Twigstir
BrileyPS, I definitely understand about time issues. I would agree the one character with options is enough for now however, I think you'll get better results forgetting about model size changes and spending that time on females or different classes. Yes, size differences would add a little more verity but not a lot, especially ingame. I think one additional model with a new look would add far greater verity than the different sizes would.
It's just my opinion, but I'd drop the different size character idea. It a good get around for only having one model but, not worth the effort. Hopefully time saved and the future would give you or someone else a go at additional characters.