Kaffeezombie
@kaffeezombie
I like giant robots, spaceships and everything inbetween. Lancer tokens and maps can be found here:
In other news, making some more assets for space maps. #battlemaps #LancerRPG
There we go, four more finished tokens. Don't worry, I'll use them responisbly, no need to traumatize my players. I already have Rainmakers for that. #mecha #LancerRPG
Some more wip tokens for my upcoming Lancer session. Learned that I might get an additional player, so I don't have to hold back, I guess. Now I just gotta find a way to make a Support npc scary...*casually eyes the Horror template* #mecha #LancerRPG
Anyways, railgun and autocannon combo. Right now the enemiese are too straightforward and just walk and turn to the player...which negates the whole weakpoint on the back thing I had going. I'll note down proper enemy AI on the rather long to do-list. Also may have to tone down the rocket spray?
Apparently the Changeling campaign will be ending soon-ish (hey, we finally found the spring queen!), so in order to get back into things I started to make some more tokens for my Lancer npcs. #LancerRPG #mecha
Too warm for anything, though I made some progress with the modular weapon/bullet script. Piercing shots make me twist my head around bodies, areas and collision masks. Should a projectile damage a weakpoint if it pierces from the front? Decisions, decisions. Anyways, have some old stuff of mine:
Probably shouldn't have tried to rig that amount of legs as my starting character, looking back. Still, the point stands. Figuring things out on my own was FUN!
Found some old images in my presentation folder from the time when I was just starting to get used to Blender (inverted mouse click and everything). And while this is not quite the same, one of the reasons I'm delving into Godot is to get that feeling of understanding how something works back.
Still trying things out in Godot, bullets do not ignore colliders anymore and I figured out a proper shotgun spread. Also a new IK rig for aiming. And since I needed something to shoot, I made some target dummies and damage numbers. Need to make muzzle flash, cases ejecting and sound next? #godot
Finished the pilot. Now on to waiting for the other players to decide on their pilots...
Work in progress for the pilot. Callsign "Escher" due to a patchjob on her mech she had to do herself and the chief mechtech fainting after discovering her cable management.
While thinking about how to draw the pilot of this thing, I made a rudimentary rig for it. Just in case, for testing purposes. Why do my attempts at "I just wanted to draw a mech" always get out of hand like this? We'll never know.
Taking shape, have to finetune the arms and detail the legs still. I am stealing the gimbal turret for the lasers from the Vulture Mk3, though. I liked those. #battletech #avatar
Started to make another 3d mech model for reference. Hopefully, this time it's the correct one. Because I do not need excuses to make more mechs...
Finished up the Vulture MK3 to my liking. My initial reaction to a 60t mech with 4 Lrm20s have slightly subsided after I learned the thing only carries 6 volleys for each of them. Clanners still struggling with logistics, apparently. #battletech #vulture
Lineart done, mech is now a proper Vulture Mk3, a mech I did not know existed because most of my Battletech history knowledge ends with the Clan Invasion. Anyways, now I have to decide on a paint scheme. And after that, I still have to tackle the Avatar. #battletech #vulture #mad_dog
Today I learned that the intro from Mechwarrior 4: Vengeance does not feature a Vulture, just a very vulture-looking Avatar. And I have to say, I do prefer this look compared to the TRO-drawing. Anyways, it's too hot to draw here, so have a wip. #battletech #avatar
Tried out printing some of my Lancer maps and run into the problem that my usual 40x40 hex maps work on a screen, but not so much printed. So I tweaked this testrun for knifefight distance, which works well enough, now my problem is that I have to retool the encounters for cuddly-close maneuvers.
Looked up how to do skyboxes in Godot. My usual pipeline for cubemaps worked, but I had to convert it to a panorama image. Now I just need to build a proper megastructure skybox and not just cobble some tiles together. Found a neat tool for panorama conversion here: danilw.github.io/GLSL-howto/c...