The most obvious thing is that I made the tank much smaller. This is primarily so that the tank could become a sprite object to fall into the pit if necessary. I'm curious what you guys think of the size. Is it still intimidating at this size?
There are a lot of technical considerations to doing this scene, so I'm going to try to balance the best of all of the options. If the tank never had to fall into the pit, then it would be a lot easier and it would never have to be small. If the tank just say, blew up, that would be easier, but I feel less dramatic. Not to mention that the proposition of attacking a tank with a sword does not seem like a particularly fruitful one. One of the things that I want to do for the scene is to have it so that when you battle the flying machine, the terrain has changed depending on how much of the bridge you had to let get taken out in the fight with the tank. So it could be easier with more of the bridge or tougher if you have to jump over big gaps while fighting. I think I'll make at least a rough storyboard of this tonight to show what I have in mind.
If I'm not mistaken, moving the tank downward while in background would also require moving downward basically all background tiles since I can't do a vertical split scroll, right? I think I need to storyboard it like I was saying so I can rectify my understanding of what's possible.tokumaru wrote:As long as you have 64 or less horizontal pixels worth of floor remaining, you can fake it using sprites and have the background tank fall.
Espozo, I want to say that I really like the treads you drew. I don't know honestly if they're exactly right for this game but they're really cool. If I don't end up using them you should find somewhere to use them. I have a feeling you'll be good with mechanical sprite drawing. A benefit with the treads you drew is that they'll animate smoothly without many frames of animation. With the way mine is, and the treads spaced out so far, it takes a lot of frames to cycle. Having a shorter cycle for the animation would be beneficial.
Exactly. but any number of liberties to make it fit better in a game or otherwise are fine, as long as they fit with the aesthetic. I guess what I'm saying is that historical accuracy is in no way a concern as it is a work of fantasy.Espozo wrote:I guess you want more of a "WWI style" tank?
It's pretty ridiculous. A little more like a Bobcat than a forklift. I like the Ripsaw "Luxury Super Tank" http://www.ripsawtank.com/I honestly thought is was a joke at first. It's like a heavily armored forklift.
To be honest what I had in mind was the tank from Nausicaa and I wanted to make it at least a little different from that, but didn't have any super clear ideas for what would be different. The best image of the Nausicaa tank I could find is a 3D rendering:Fjamesfernandez wrote:I think I could had detail the crap out of it with the right reference but yeah
The things I put at the bottom are supposed to be extra guns so that the tank will have other ways to shoot, but they look kind of silly. When I get back to working on this I'm going to adapt the changes you made. It improves the shape of it quite a bit.