Hi there, welcome to this week’s Planetfall Journal where we’ll looking closer at the Commanders: your avatars in the game world. We’ll be talking about the visual development, the appearance customization interface, but also be previewing the things they can do in the game as heroic army leaders.
Role: The Commander is the leader of your House on a world. He or she is also your avatar which you can customize as you see fit. As seen in the previous journal you pick an origin faction, a secret technology, and a number of perks. Your commander conducts diplomacy, but is also are able to charge into battle on foot or in a vehicle, befitting the type of heroic sci-fi we are making in Planetfall, so . We needed to develop a system that lets commanders do all these things as well as give while giving players enough choice to express themselves in game.
Inspiration: from Commander / Hero outfits varies per faction race. For the Vanguard (as with many items) we took inspiration from 70sties Scifi: vintage Star Wars orand the original Battlestar Galactica. There’s military clothing featuring capes, leather, and greeble covered armor and vehicles. Then there are hair styles and accessories to go with it.
Design Process In the character / outfit design process we usually go through a three-step process:
Modularity: We design all outfits to be modular. In AoW3 outfits were based on Class. With Planetfall we made to decision to theme outfits primarily on races (Factions) rather than classes (now Secret Techs). This makes the rich background and culture of the factions more apparent in game. It means there needs to be a good variety of outfits with a faction. Pieces vary from lighter cloth to heavy armor. The Planetfall customizer allows you to mix and match clothing pieces now; outfits are split up between Torso, Legs and Cape; in addition to head accessories.
Here is an example of how two Vanguard ladies can vary (3D art by Robin, Baiba and Allert - Poses by Jill and Michiel):
The fidelity has increased tremulously compared to AoW3 see Arno's earlier Journal about the engine.
Character Model Usage. After you have a created your character you’ll see it in a variety of scenes, including diplomacy, the unit panel, and TCin combat, and then there isthe mission briefing scene before planetfall.
As your Commander and heroes gain battle experience, they can be upgraded with personal combat skills. We use a free-form skill-based approach; where skills originate from a general pool as well as unique ones coming from the hero’s race and secret tech.
Although the system is free-form you are advised to develop a particular Commander or Hero in a particular role. Like you can be more of a support character, a ranged specialist using sniper rifles, a daring melee champion or a vehicle pilot commander that increase the efficiency of other vehicles.
These various roles require Commmander Character Models to be flexible in game. In Planetfall Commanders are able to ride vehicles; you might see your Commander sticking out from a tank turret hatch, sitting on an assault bike or mounting some an alien beast. Here is Daiyu sitting on an Assault Bike and carrying Void Blades.
Stay tuned for a special Planetfall announcement tomorrow afternoon - we've got something cool in the works!
Role: The Commander is the leader of your House on a world. He or she is also your avatar which you can customize as you see fit. As seen in the previous journal you pick an origin faction, a secret technology, and a number of perks. Your commander conducts diplomacy, but is also are able to charge into battle on foot or in a vehicle, befitting the type of heroic sci-fi we are making in Planetfall, so . We needed to develop a system that lets commanders do all these things as well as give while giving players enough choice to express themselves in game.
Inspiration: from Commander / Hero outfits varies per faction race. For the Vanguard (as with many items) we took inspiration from 70sties Scifi: vintage Star Wars orand the original Battlestar Galactica. There’s military clothing featuring capes, leather, and greeble covered armor and vehicles. Then there are hair styles and accessories to go with it.
Design Process In the character / outfit design process we usually go through a three-step process:
First there is the exploration phase where the artists make quick thumbnails. Here we capture the basic forms and style. (pictured: Amazon)
Then we work them out as medium detail sketches and start looking details like accessories andt meaterials, but limit the amount of time spent, so we can pick the best. (Pictured Syndicate + Amazon)
In the final concept phase we detail the pieces so they are ready to be visualized in 3D by the 3D Artists. Throughout the process we keep in mind that the characters look good in both portrait mode as well as on the map as small figures. (Pictured: Vanguard art by Rich)
Then we work them out as medium detail sketches and start looking details like accessories andt meaterials, but limit the amount of time spent, so we can pick the best. (Pictured Syndicate + Amazon)
In the final concept phase we detail the pieces so they are ready to be visualized in 3D by the 3D Artists. Throughout the process we keep in mind that the characters look good in both portrait mode as well as on the map as small figures. (Pictured: Vanguard art by Rich)
Modularity: We design all outfits to be modular. In AoW3 outfits were based on Class. With Planetfall we made to decision to theme outfits primarily on races (Factions) rather than classes (now Secret Techs). This makes the rich background and culture of the factions more apparent in game. It means there needs to be a good variety of outfits with a faction. Pieces vary from lighter cloth to heavy armor. The Planetfall customizer allows you to mix and match clothing pieces now; outfits are split up between Torso, Legs and Cape; in addition to head accessories.
Here is an example of how two Vanguard ladies can vary (3D art by Robin, Baiba and Allert - Poses by Jill and Michiel):
The fidelity has increased tremulously compared to AoW3 see Arno's earlier Journal about the engine.
Character Model Usage. After you have a created your character you’ll see it in a variety of scenes, including diplomacy, the unit panel, and TCin combat, and then there isthe mission briefing scene before planetfall.
As your Commander and heroes gain battle experience, they can be upgraded with personal combat skills. We use a free-form skill-based approach; where skills originate from a general pool as well as unique ones coming from the hero’s race and secret tech.
Although the system is free-form you are advised to develop a particular Commander or Hero in a particular role. Like you can be more of a support character, a ranged specialist using sniper rifles, a daring melee champion or a vehicle pilot commander that increase the efficiency of other vehicles.
These various roles require Commmander Character Models to be flexible in game. In Planetfall Commanders are able to ride vehicles; you might see your Commander sticking out from a tank turret hatch, sitting on an assault bike or mounting some an alien beast. Here is Daiyu sitting on an Assault Bike and carrying Void Blades.
Stay tuned for a special Planetfall announcement tomorrow afternoon - we've got something cool in the works!