gremoria411 - Side 5 Galleries
Side 5 Galleries

Art, Gundam and occasionally gags.

859 posts

Gremoria411 - Side 5 Galleries

gremoria411 - Side 5 Galleries
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More Posts from Gremoria411

1 year ago

The song is the Options/Credits theme from Sonic Spinball, if anyone wants to know.

SURGE FOUND A NEW TALENT

You go girl


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1 year ago
Sylvain Despretz Concept Art For "The Fifth Element" (early 1990s)
Sylvain Despretz Concept Art For "The Fifth Element" (early 1990s)
Sylvain Despretz Concept Art For "The Fifth Element" (early 1990s)
Sylvain Despretz Concept Art For "The Fifth Element" (early 1990s)

Sylvain Despretz concept art for "The Fifth Element" (early 1990s)


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1 year ago
Hoo Boy, It Was A Mistake To Play Ace Combat 7 Before Watching This.

Hoo boy, it was a mistake to play Ace Combat 7 before watching this.

I could probably just leave it there honestly. But I’m going to explain this.

Hoo Boy, It Was A Mistake To Play Ace Combat 7 Before Watching This.

Quick review of Ace Combat 7 - it’s not great. I really enjoyed Ace Combat - Assault Horizon when I was younger, so I bought 7 a little while after it came out and I just found it lacking. Half the missions seem to have you more at risk from environmental dangers than actual enemies, plane selection’s rather lacking unless you grind up some of the few enjoyable missions to unlock new ones (the lightning II is particularly guilty of this) and I was forced to rely on dlc planes for a good chunk of the game (there’s only three dedicated ground attack planes in the base game, all of which need to be bought, one of which is terrible). I will say that the base attack missions - get a certain amount of score within a time limit - were absolutely wonderful, some of my favourite missions in the game (especially the Snider’s Top mission), but because they’re also the easiest way to grind up currency, you have to play them over and over and over again, so the appeal wanes somewhat.

And the story…. Okay. Why are Erusea and Osea at war? Anyone know? Because I sure don’t. Yeah, I’m sure it’s explained in some backstory or other, but I would really like someone to just mention it. Because literally all the intercepted chatter is whatever the opposite of humanising is, because none of them express anything except a hatred for the enemy and a desire to attack them. So why are we fighting? Ace Combat’s cutscenes seem to think that they’re incredibly mature and weighty, but all they seem to be is people just staring at the sky and saying “what does it mean….. to fly” “what does it mean…… to fight”. Forgive me if I’m used to more than that.

I will say though, I actually really like how your wing-mates in 777 “spare” squadron are characterised (Mage Squadron just kinda sucks, moreso that you just never see them again after mission 3), I honestly wish we had more time with them because they’re just such a treat to listen to and fight alongside, since they very much don’t want to be here and are quick to remind us of that (I’m genuinely toying with plucking High Roller for use in Lancer). Also the voice cast is genuinely excellent, any fan of Persona 5 will feel right at home here, and it also led to the absolute wonderful feeling of assaulting an enemy base, and going “Lelouch Vi Brittania, is that you!?”.

Anyway, why did I feel the need to bring it up before talking about the new Gundam: Requiem for Vengeance trailer? Because it feels like it’s around the same ballpark. If I didn’t already know *why* the Federation and Zeon were at war, it’d feel like the whole independence thing would be swept under the rug.

“Why do we fight?” “Because those are our orders” - hey, wouldn’t it be more interesting to characterise someone as actually a true believer in spacenoid independence? Wouldn’t it be interesting to have them talk about what spacenoid independence actually means to them? Wouldn’t it be interesting to engage with the propaganda told to the population of Side 3 to motivate them to war? Wouldn’t that be relevant to an audience living in a world where the media is all-pervasive, and “alternative facts” are rife? Oh, the main character doesn’t believe in Newtypes and has a “Well, you gotta do what you gotta do” attitude to proceedings? Alright then. It just feels like a missed opportunity. Were I feeling especially uncharitable I might even call it cowardly.

To be honest, I think the main thing that’s bothering me here is just the line delivery for the Pink-Haired Character and the Doctor - they’re just so flat, and their lines are just blindingly obvious. “The Federation’s new mobile suit. This could turn the tide of the war” - it’s not foreshadowing if you just state what’s going to happen. “The Feds you save will just come back and kill my people, Doc!” - yeah, but you’re under the Antarctic Treaty, governing the treatment of POWs in wartime. Leaving them to die would likely constitute a war crime (I know Zeon’s got a lot of those, but still). It just feels like baby’s first moral dilemma. Also when Iria Sorari’s giving an explanation on newtypes, she just sounds bored, like she’s reading from a cue card. Y’know, it’s only one of the central precepts to the war for independence, don’t sound too passionate or anything.

Lastly - and I’m aware these are super nit-picky - when the Zaku slashes the shell in the last part of the trailer, it should have just flown off and penetrated anyway. It doesn’t lose all momentum just because you cut it in two. Also, I get that Japanese-to-English is never gonna be a 1:1 translation or anything. But Gundam’s had a bunch of series translated prior that can act as a cheat-sheet for pronunciation and finer details, so it’s really annoying to catch slip-ups here.

Right, now that’s all the negativity done with, what did I actually like?

Mobile suit designs are still top-notch, I really like the Gouf Custom and Guntank designs (it’s an Igloo-style Assault Guntank) in the new trailer, and I really like the new GM design - it feels like it extrapolated out what a GM based on the new Gundam would look like, and also remembered that the Federation’s mobile suits were derived from captured Zaku’s, hence the visor resembling a monoeye - it’s a really good way to take the design is what I’m getting at, and I fully expect we’ll see a model of it. However, it is just very odd seeing the more modern Zaku design side-by-side with the older Gouf Custom and Guntank designs. They had to model them anyway for the new engine, so why not go the extra mile and give us a greebled Gouf Custom or Guntank? (Yeah I know it’ll be a cost thing, and you *could* argue that a more “modern” Guntank would be the Assault Guntank, but come on) I really liked seeing the new Zaku I design also, I just don’t have an awful lot to say on it - it’s nice.

I do expect that we’ll get models of the new Zaku I and GM, but I couldn’t say on the Gouf Custom or Assault Guntank.

EDIT: Okay, so I posted this and had two immediate realisations:

Iris’s Zaku appears to have been repaired in several scenes in the trailer, so it’s likely it’ll get trashed at some point (there may also be another kit of it).

The reason the Gouf Custom hasn’t been given the greebling treatment like nearly every other mobile suit is likely so they can just make a coulor variant of its existing high grade kit, rather than having to make entirely new runners (plus they’d likely feel compelled to completely update the internals too, which would be rather expensive). It’s likely that the new Zaku II (boy I wish this thing had a proper name) will be at least partially based on the most recent Zaku II hg kit internally, again as a cost-saving measure (and a practical one too, come to think of it).


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1 year ago

Lancer Tactics devlog

I'm gonna try out posting my ~monthly devlog roundup here as well. These suckers are glorified changelogs with anecdotes and gifs galore. Let me know if this is something you like seeing show up on your dash?

Map Editor

Got units able to be placed/deleted/moved in the mission editor

Lancer Tactics Devlog

Can paint/remove command zones in the editor

Can paint minecraft-like terrain blocks in the editor

Lancer Tactics Devlog

Can paint/rotate multi-tile props in the editor

Lancer Tactics Devlog

Can edit unit character sheets and portrait via the editor

Lancer Tactics Devlog

3D maps

Did a bunch of art tests with 3D mech models, provided by GeneralChaos, which we ended up deciding not to go with to keep things simple.

Lancer Tactics Devlog

To avoid the can of worms that is animation, we'd have to lean into a static "tabletop minatures" aesthetic which we decided is not a style we want to be stuck with. By sticking with 2D sprites, we avoid falling into a sort of uncanny valley; it's easier to get away with not animating a 2D sprite than it is for a 3D model.

Lancer Tactics Devlog

 We also experimented with 3D terrain. We decided to make a rule that the visual style for a piece of terrain should match its mechanical effect: obstructing terrain that you can't move through, such as rocks or buildings, will be in 3D, while non-obstructing terrain like trees will stick with 2D sprites.

Lancer Tactics Devlog

Hooking up the 3D camera to follow events like movement and attacks did a LOT for making it starting to feel like it's cohering into an Actual Game™

Lancer Tactics Devlog

Implemented cover! And an attack preview! Cover works by aiming a ray from the target to the originator (technically to and from each voxel of each, respectively, to handle size 2s shooting above size 1 cover) and tracking all the terrain blocks it hits (how we'll handle non-terrain hard cover TBD). I think I have it working according to Perijove's cover rules manual, but I'm sure there'll be edge cases to work out. This is a case where things are significantly simplified by working in squares instead of hexes; hexes have a lot more possible weird angles you have to deal with.

Lancer Tactics Devlog

Re-added what I'm stubbornly calling Combat Popcorn; little bits of text that pop out when you use abilities and attacks.

Lancer Tactics Devlog

UI & game screens

Added ability for the engine to show UI that's anchored to the game world via a little word bubble line but also stay on screen as the camera moves around.

Lancer Tactics Devlog

Got word bubbles working; you can now write dialogue in the mission editor, hit playtest, and see it work in a mission! (it does actually translate correctly now; this gif is just from a bug I thought was funny)

Lancer Tactics Devlog

Got ability effects mostly behaving appropriately again, including muzzle flashes. The easiest way to handle them ended up being NOT billboarding them so they always face the camera (like all other 2D sprites in the game); instead, I put them on a plane parallel with the ground and just spin them around the unit to point at wherever their target is.

Lancer Tactics Devlog

Did some work ironing out our tooltip system. The standard in CRPGs these days is this kind of nested labyrinth of tooltops that you see in Baldur's Gate 3:

Lancer Tactics Devlog

I Did Not Want to try and figure out how to wrangle that much UI, so we're instead opting to cap the nested tooltips at the second layer. You can lock a general tooltip for e.g. an action and then mouseover various items within that tooltip to get glossary definitions...

Lancer Tactics Devlog

...and then instead of having those glossary tips be lockable/mouse-overable themselves, I collect all related terms to that glossary definition and let you tab through them.

Lancer Tactics Devlog

Added skin overlay functionality to the portrait maker, enabling textures like scars, tattoos, stubble, and vitiligo to be applied to just the skin and not extend off into space.

Lancer Tactics Devlog

Midway through writing this update, Carpenter sent me this gif of the randomization button working! There's a still a bunch of skintones/assets missing and a few are a bit janky, but it was exciting to start seeing the range of these lil freaks (affectionate) that this editor can create.

Lancer Tactics Devlog

Mourning cloak license!

This is the one I'm probably most excited about: I did a bit of a content dive and implemented a basic character sheet + all Mourning Cloak traits and equipment. They don't have fancy graphics yet, but the weapons and systems can be added via the character sheet and used in-game.

Lancer Tactics Devlog

It took a little under a day, including adding soon-to-be common mechanisms like bonus damage. This is great news in that it means the engine we've been building for so long in the abstract seems to do a great job in handling comprehensive actual game content, and that it looks like we've set ourselves up for success when it comes time to buckle down on churning that out.

I'm sure other licenses will come with unique difficulties (I fear the day it comes time to do the Mule Harness // Goblin CP) but I'm feeling good about it!

Vertical slice?

Taking a step back, the pressing question on my mind has been "when will we have a playable early access build?"

I was originally hoping for Feb/March, but what we've internally been referring to as the "3D cataclysm" has pushed everything back by at least three months, so the target for the first alpha build is now in May. So, ah, thanks for your patience! Seeing things come together, I've become more and more convinced that moving to 3D was the right call.


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