SilverBones Posted July 10, 2014 Author Share Posted July 10, 2014 I think it succeeds as a Grineer counterpart of Valkyr, both in story and mechanically. The powers are pretty much well balanced and the addition of a passive makes for some interesting potential moments in game. Oh, and I love the appearance. Thank you! Appreciate the upboat gif! Link to comment Share on other sites More sharing options...
ZeroJackdaw Posted July 10, 2014 Share Posted July 10, 2014 (edited) The animating itself shouldn't be too hard, it is just run-of-the-mill jigglebones, I think the hard part may be in making a cosmetic item that can respond to player actions. If what I heard about the Edo armor is correct, armor can animate under certain conditions, so theoretically one could set an action of "decouple x from y" with the trigger condition of "use power 4 at Overheat level z". Actually, the real issue with using physics-based objects is managing the collision box around each model. That's why a lot of syandanas screw up, because of the irregular collision box on the object (which I assume looks like a series of boxes snapped together like a low-polygon caterpillar) is interacting with the player model's fairly simple collision box. I'm not sure if the Evolution Engine 2 supports smooth collision spheres like Unreal 4, but I don't think it does. Point is. It's a lot easier if the tubes never have to smack into the player, because it either clips into the irregular geometry (too few points of collision) or freaks out like a snake on speed (too many points). If you notice on Lech Kril, his tubes that interact with his movement hang down from the body while the others are hand animated. This is also the reason why syandana's have largely gotten shorter, or in the case of the Infested Syandana, move left and right and never touch the body. :D Developer ingenuity is a beautiful thing. ;D So if you do put physics based things place them accordingly. Of course if it's just simple animations that loop such as vents opening and closing, vents hissing (well that's not even 3D animation really, it's just a material with flip cards running on a plane). They can be placed anywhere. Best of luck with this frame! I hope to see it as the next male frame pick...which should, in theory, come after this Booby Trap Frame. Edited July 10, 2014 by ZeroJackdaw Link to comment Share on other sites More sharing options...
SilverBones Posted July 11, 2014 Author Share Posted July 11, 2014 New base image and cooldown images added. power examples coming soon. Link to comment Share on other sites More sharing options...
vaugahn Posted July 11, 2014 Share Posted July 11, 2014 Very nice. The "teeth" on the front of the mask are a cool touch, I didn't notice those before. A visual question/comment/whatever on the vents, especially the ones on his legs: would it be possible to make them a little more defined, maybe with a bit of grineer metal or something? They kind of blend in with the rocky texture when they're not glowing. Link to comment Share on other sites More sharing options...
SilverBones Posted July 11, 2014 Author Share Posted July 11, 2014 Very nice. The "teeth" on the front of the mask are a cool touch, I didn't notice those before. A visual question/comment/whatever on the vents, especially the ones on his legs: would it be possible to make them a little more defined, maybe with a bit of grineer metal or something? They kind of blend in with the rocky texture when they're not glowing. I wanted to have them seem like they were melting into one another and the Warframe had 'adapted' to them. I made mention to it in the lore part, how the writer was surprised to see how the 'Frame had adapted to the grafts. Link to comment Share on other sites More sharing options...
vaugahn Posted July 11, 2014 Share Posted July 11, 2014 I wanted to have them seem like they were melting into one another and the Warframe had 'adapted' to them. I made mention to it in the lore part, how the writer was surprised to see how the 'Frame had adapted to the grafts. Ah. Well either way, good work. Have you finalized the color scheme yet? Link to comment Share on other sites More sharing options...
SilverBones Posted July 11, 2014 Author Share Posted July 11, 2014 Ah. Well either way, good work. Have you finalized the color scheme yet? I'm still playing with it... much work to doooo. Link to comment Share on other sites More sharing options...
vaugahn Posted July 11, 2014 Share Posted July 11, 2014 I'm still playing with it... much work to doooo. It seems like it might look cool with a ceres-ish color scheme, with the black rock and green grineer bits, but that could be a bit dull. I'm interested to see how it turns out! Link to comment Share on other sites More sharing options...
Sasquatchias Posted July 11, 2014 Share Posted July 11, 2014 I'm still playing with it... much work to doooo. What about a mix between gun metal gray and the orange/red armor of the Grineer Scorches? Link to comment Share on other sites More sharing options...
Guest Posted July 11, 2014 Share Posted July 11, 2014 i wish this was real Link to comment Share on other sites More sharing options...
SilverBones Posted July 11, 2014 Author Share Posted July 11, 2014 It seems like it might look cool with a ceres-ish color scheme, with the black rock and green grineer bits, but that could be a bit dull. I'm interested to see how it turns out! What about a mix between gun metal gray and the orange/red armor of the Grineer Scorches? I am not sure about using reds. I am thinking for the base color, it should be a 'cool' palette, just so there is a lot of contrast with the glowing, heating effect. Keeping a kind of melted metal mixed with Grineer flat coloring should be cool enough, but I am still playing with it. i wish this was real I can think of no higher compliment. Thank you! Link to comment Share on other sites More sharing options...
MageMeat Posted July 11, 2014 Share Posted July 11, 2014 I am not sure about using reds. I am thinking for the base color, it should be a 'cool' palette, just so there is a lot of contrast with the glowing, heating effect. Keeping a kind of melted metal mixed with Grineer flat coloring should be cool enough, but I am still playing with it. I can think of no higher compliment. Thank you! So colours like tarnished steel, subdued browns and dim orange? Rust, stone, dark wood... lots of potential for both the vanilla appearance and alternate colour schemes. Link to comment Share on other sites More sharing options...
SilverBones Posted July 11, 2014 Author Share Posted July 11, 2014 So colours like tarnished steel, subdued browns and dim orange? Rust, stone, dark wood... lots of potential for both the vanilla appearance and alternate colour schemes. Agreed. These are not bad suggestions. Link to comment Share on other sites More sharing options...
SpankyMankey Posted July 12, 2014 Share Posted July 12, 2014 I would really like to see this brought to the game. I feel like this frame could have a seriously B.A. look to it - I love the concept of the Tenno adapting to what they put in him. The fact it ended with not really knowing if the guy was left alive out of sympathy or sadism (at least that's how I took it) can lead to some interesting character development in the lore, I think. Moral dilemmas of some sort (not just because of this; but use this as a foreshadowing thing)? On a not-so-serious note: Is that a predator head? And he should totally have custom idle animations near frost - burst of steam in his direction, frost flinches. Link to comment Share on other sites More sharing options...
Cobalt313 Posted July 12, 2014 Share Posted July 12, 2014 Epic design! though for some reason I personally was still expecting to see some relatively functional venting hatches or something. Kinda forgot he was supposed to look melted, but I like this design anyway because it makes him look more like a regular Warframe. Link to comment Share on other sites More sharing options...
BETAOPTICS Posted July 12, 2014 Share Posted July 12, 2014 (edited) I like the concept. Though two things I want to go over. First, how does that 3rd ability beam exactly work mechanically. What I have understood from DE's way of doing powers is that they all have singular element or some combo of physical damage to them. So would the beam be consistent and basically have two stances in short succession or? Would it be visually visible to see each stance if you look carefully enough?And another thing I would like to point out is that even though the ultimate in concept sounds great, powers are usually affected by mods that do not directly alter the ability itself. A.K.A Streamline mod, power efficiency. So while damage, range, duration tend to affect powers, power efficiency doesn't and I think DE has intended it on purpose.However. What is your design philosophy on this ultimate power decision. What would justify it? Would there be another way that would be consistent with how DE seems to like to do these things or is it specifically designed in such a way because of that very fact that there is no powers as of yet, that can not be affected by Streamline mod. Edited July 12, 2014 by BETAOPTICS Link to comment Share on other sites More sharing options...
(PSN)Knight4rtor1a5 Posted July 14, 2014 Share Posted July 14, 2014 If I may, let us not forget that intense heat has a tendency to blue metals, just talking about colors. Link to comment Share on other sites More sharing options...
Vaskadar Posted August 14, 2014 Share Posted August 14, 2014 Not to be rude, Silverbones, but my frame concept shares the same name, oddly enough, and it predates yours by a full year. Though, the comparison and theme are completely different. The idea of another fire-mage is enticing, though. Link to comment Share on other sites More sharing options...
SilverBones Posted August 14, 2014 Author Share Posted August 14, 2014 I noticed that the other day. There are a few frames out there in the Fanzone that share a name, and since this one fell into obscurity, I decided to leave it be. Your fire mage version looks rad.. this guy is more of a... fire berzerker I guess? Link to comment Share on other sites More sharing options...
Vaskadar Posted August 15, 2014 Share Posted August 15, 2014 (edited) Mine's not quite a fire mage, but he's a nanomachine wielder. He uses swarms of microscopic robots to do his bidding, rearranging things on a molecular level. This often creates friction-based heat, which while it may not ignite foes, it will make their bodies boil alive. I can rename mine if need be, since it doesn't seem the whole idea of 'celestial fire' suits him nearly as much as Hive, Forge, Carbon (an allusion to Altered Carbon), or other means. I like the whole concept of 'resurrected/grafted technology' in your concept. It would be neat to have an alternate fire caster, or perhaps even have him as an enemy? Edited August 15, 2014 by Vaskadar Link to comment Share on other sites More sharing options...
Kyotra Posted August 16, 2014 Share Posted August 16, 2014 Compared to Valkyr, who just seems angry, this guys feels full of spite. I like that. Link to comment Share on other sites More sharing options...
-KISS-Chewii Posted August 16, 2014 Share Posted August 16, 2014 Hmm a fire berzerker.... I like it, it reminds me of Natsu from Fairy Tail, though his skills may not entirely resemble Natsu's it's still a really cool idea and I want this to be a thing DE plis I beg. Link to comment Share on other sites More sharing options...
FrackingBiscuit Posted August 16, 2014 Share Posted August 16, 2014 I just wanna say I love this Warframe concept and I think the lore section is extremely well written. 10/10 will read again. Link to comment Share on other sites More sharing options...
Hunter126 Posted August 16, 2014 Share Posted August 16, 2014 This sounds awesome +1 Link to comment Share on other sites More sharing options...
NyxOOX Posted August 21, 2014 Share Posted August 21, 2014 WANT. Link to comment Share on other sites More sharing options...
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