could use some feedback on a weapon concept for ebears world
originally there where going to be many weapons but i think i'v decided to design around using just one "all-purpose" gun and focus on the different ammo types and effects
and not the first drafts because they basicly do not even express beeing a weapon at all - all I see in them are fish-like toyota 90's shapes (not objects). I think a object design such as a weapon should communicate how it works - e.g where to hold the object, if it is heavy or light, if it is very technical or more consumer oriented, ...
Arching Idea
- juxtaposing furious combat against a pasquinade world
Visual Themes
- pop surrealism
- Acme tech
Key Design Notes
- multiplayer third person shooter
- dynamic spherical environment
- low velocity projectile weapons
- reactive character animation
need to update the design doc post
Projectile Weapon System
3 weapon types are available and can be picked up when found on the map.
Only one weapon type can be held at a time. The ammunition type can be upgraded by finding power-ups. Ammo power-ups are reset when damaged.
Base Weapon Type / Ammo Upgrade
- Grenade Launcher
1. Time delayed
2. Impact
3. Shrapnel
4. Artillery
5. Megaton
- Rocket Launcher
1. Missile
2. Side winder
3. Multi Head
4. Heat Seeker
5. SCUD
- Capsule Launcher
1. Plasma Burst
2. Anti gravity Bubble
2. Electric Pulse
3. Tar
4. Napalm
5. Land Mine
I think a object design such as a weapon should communicate how it works - e.g where to hold the object, if it is heavy or light, if it is very technical or more consumer oriented, ...
i know the last sketches don't help in those regards, but I'm working on it
I wasnt sure what I was looking at in those first sketches but it seems youve developed the ideas quite well in your head and translated that to 3D nice work!
nice improvements , I like how the guns turned out. I was a bit clueless at first but the design makes now sense to me and looks like it works well together.
Man this game looks very interesting. Can you explain what exactly it is about? Not enough info on the blog, imo.
The current plan for ebears world is to make a fairly polished demo that would essentially only be a multiplayer shooter, no story involved. Then binding a successful demo, make the "prequel" action adventure where the story of how they came to be in the multiplayer battles would unfold.
still working on the story but the gist is:
Ebears live quietly spread out among many moon settlements orbiting "big planet name here". Until their existence is threatened by the destructive mining of their moons by “enemy race name here". Fearing inhalation the ebears hide underground. But you’ve got other plans:) like rampaging the heavily guarded mining machinery and overthrowing the occupation on each moon. Yea, the ebears are saved but it’s apparent the enemies will be back. Now that there’s a battle hardened ebear among them let the training begin! (where multiplayer starts)
Replies
A + F
are probably the most intuitive and appealing
http://ebearsworld.blogspot.com/2009/01/ebears-weapon-concepts.html
seems not to be the most recent entry. I would expect more this kind of concept quality
and not the first drafts because they basicly do not even express beeing a weapon at all - all I see in them are fish-like toyota 90's shapes (not objects). I think a object design such as a weapon should communicate how it works - e.g where to hold the object, if it is heavy or light, if it is very technical or more consumer oriented, ...
- visually and verbally better describe what's going on
- do some more conceptualizing
Arching Idea
- juxtaposing furious combat against a pasquinade world
Visual Themes
- pop surrealism
- Acme tech
Key Design Notes
- multiplayer third person shooter
- dynamic spherical environment
- low velocity projectile weapons
- reactive character animation
need to update the design doc post
Projectile Weapon System
3 weapon types are available and can be picked up when found on the map.
Only one weapon type can be held at a time. The ammunition type can be upgraded by finding power-ups. Ammo power-ups are reset when damaged.
Base Weapon Type / Ammo Upgrade
- Grenade Launcher
1. Time delayed
2. Impact
3. Shrapnel
4. Artillery
5. Megaton
- Rocket Launcher
1. Missile
2. Side winder
3. Multi Head
4. Heat Seeker
5. SCUD
- Capsule Launcher
1. Plasma Burst
2. Anti gravity Bubble
2. Electric Pulse
3. Tar
4. Napalm
5. Land Mine
mind me fiddling with some of that in 3d for the fun of it?
- Rick.
i know the last sketches don't help in those regards, but I'm working on it
Good stuff.
I wonder how the bears will look.
tips to improve?
512x512 diffuse map each
[ame]http://www.youtube.com/watch?v=ULT2UrYmI4A[/ame]
is it possible to rename a thread?
The current plan for ebears world is to make a fairly polished demo that would essentially only be a multiplayer shooter, no story involved. Then binding a successful demo, make the "prequel" action adventure where the story of how they came to be in the multiplayer battles would unfold.
still working on the story but the gist is:
Ebears live quietly spread out among many moon settlements orbiting "big planet name here". Until their existence is threatened by the destructive mining of their moons by “enemy race name here". Fearing inhalation the ebears hide underground. But you’ve got other plans:) like rampaging the heavily guarded mining machinery and overthrowing the occupation on each moon. Yea, the ebears are saved but it’s apparent the enemies will be back. Now that there’s a battle hardened ebear among them let the training begin! (where multiplayer starts)