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Messages - Rhopunzel

#1
Ideas / Re: New Guns
May 13, 2016, 06:27:52 PM
Quote from: CabbageFoot on May 13, 2016, 06:02:23 PM
Quote from: Louisthebadassrimworlder on May 08, 2016, 07:53:56 AM
Hello! As much as I love the combat in Rimworld, it is in dire need of some upgrades. Here are some ideas:

AK-47 - A cheap, less powerful version of the assault rifle. It would shoot faster and take less time to cool down, but its range would be far lower.

I'm no gun geek, but shouldn't an AK have higher accuracy at medium range and lower at long range, lower fire rate but same burst size, and slightly more damage per bullet then a standard assault rifle? This is what I gather from how people talk about it IRL and from how Counter Strike has balanced it vs the M4A4.

It's been a while since I nerded out about guns but off the top of my head, the 5.56mm that an M4 fires typically has a much greater muzzle velocity than 7.62mm you'd get in an AK, so it'll generally have longer range. The tradeoff is in damage. Because the bullet's traveling so fast, on soft targets 5.56mm will *usually* punch a neat hole and come out the other side, there isn't the same energy dispersal you'd get with a 7.62mm which usually cause devastating wounds.

If you wanted it to be accurate I'd make AKs fire slower, have shorter range and less accuracy to account for the heavier caliber being harder to control on full auto (fire modes would be a really cool mod idea now that I think about it), but about 1.5x the damage of the M16 ingame and a massive buff on their deterioration rate to reflect their legendary reliability.

Wow I feel nerdy.
#2
Ideas / Re: New Guns
May 13, 2016, 12:16:17 PM
Quote from: Louisthebadassrimworlder on May 08, 2016, 07:53:56 AM
Hello! As much as I love the combat in Rimworld, it is in dire need of some upgrades. Here are some ideas:

AK-47 - A cheap, less powerful version of the assault rifle. It would shoot faster and take less time to cool down, but its range would be far lower.
Machine Pistol- A slightly cheaper PDW/Uzi, which has much faster firing but less power/accuracy. It would be a step up from a pistol, but still not as good as the current machine guns.
Sawn-off Shotgun - A cheaper variation of the current weapon, but with less range and accuracy. Although both equally powerful, this weapon would be considerably faster to fire than its longer model.
Heavy Shotgun - A more powerful, more accurate shotgun. It would obviously cost more, but it would improve upon the regular shotgun in all areas apart from the cooldown time.
Heavy MG - This variation would be much more powerful than its counterpart LMG, but, due to its bulk, would take a lot longer to reload and wouldn't have the accuracy. It would cost slightly more.
Crossbow- Like the Short Bow and Great Bow, this weapon would fire arrows. It would be a lot faster and more powerful, but not as accurate. It would cost more.

When I was producing the gun assets I actually went slightly overboard and made a bunch of extra ones. There was an AK-47, FAMAS, FN SCAR and the Pulse Rifle from Aliens. I'll have to make sure with Tynan but I wouldn't mind releasing those assets and maybe making a few more if modders want them.
#3
This whole thread is the greatest thing. Things like this make game dev so, so worth it.
#4
Quote from: Darkfirephoenix on January 10, 2015, 12:18:34 PM
Quote from: Rhopunzel on January 09, 2015, 05:14:17 PM
Eventually after a few more weeks I finally succeeded, but wondered why he was brought straight to the infirmary. I clicked on his health and saw: "Spine: shattered"

I wasn't even mad when I selected him to be euthanised. :(
That's why I would love some way to "patch up" such injuries. I can imagine that they have developed some type of bionic/medicine to repair such things, like some kind of artificial spine part that replaces the damaged section (artificial spine or for medicine: Nanomachines, son).  ;)

Maybe some kind of really high risk operation that could be mitigated by a high doctor level? :)
#5
I only found this funny in a really dark way, but I captured a raider who had nice stats and I wanted to convert them to join my colony. He was pretty shot up and was barely able to be saved, but I managed it. He turned out to be a total problem patient and kept developing infection after infection which I'd have to spend valuable medicine on. He slept through multiple raids yet I wasn't giving up on him. Eventually the infections were cured and I started trying to recruit him, but I was wondering why he wasn't getting up and walking around yet.

Eventually after a few more weeks I finally succeeded, but wondered why he was brought straight to the infirmary. I clicked on his health and saw: "Spine: shattered"

I wasn't even mad when I selected him to be euthanised. :(
#6
Quote from: Galileus on December 13, 2013, 05:38:00 PM
Rhopunzel - this is Will Wheaton vs Weasly Crusher case ;) You don't judge an actor for the role that was written for him. So as far as your previous commercial creations aren't really to my liking, I do judge them separately from anything else you can or will create. I did enough such gigs myself to know what a difference expectations from employer mean.

Anyhow, do you have any showcase to your name of your... "free of expectations"... works? I must say you got me wondering what Starbound's artist does in his free hours ;)

No problem! I get that kind of stuff isn't personal and people don't have anything else to go by.

I hate to shill my own art page, but http://rhopunzel.deviantart.com/gallery/ is where most of my "personal" stuff is. Anything non-Starbound/Gnomoria is personal work, though I haven't been able to do any of my own stuff for a while as working on 3 games pretty much takes up all my creative energy. ;)
#7
Quote from: Galileus on December 12, 2013, 09:48:54 AM
I must say, choice of Terraria's/Starbound's artist didn't really put me in very optimistic mood - I see aesthetics of both game as forcefully retro - but so far so good. And at end of the day any artist is only as good as his employer's vision, so here's hoping for some great art!

Believe it or not my "natural" style isn't remotely cartoony at all - when I do my own art it's almost always dark, gritty and realistic. I'd have loved to (and infact tried - the character format went through several vastly different iterations) use a dark gritty style for this, but sadly the design requirements (Minimal animation for ease of customisation/modding, distinguishability at extremely small sizes, etc) necessitated the use of simple iconic graphics. Believe me, Tynan and I spent weeks trying all kinds of different character concepts, and this was the one we finally settled on satisfying the criteria.

I'm glad I haven't disappointed you though!
#8
General Discussion / Re: Introduce Yourself!
December 13, 2013, 05:23:14 PM
Hi, I suppose I should introduce myself (in)formally now that I've been announced!

I'm Rhopunzel, the artist Tynan graciously chose to go with for RimWorld. Some of you might know me from my involvement with Gnomoria and currently Starbound. Nice to meet you!

I'm really happy to be working on this game! I'm having a lot of fun so far, and I'm privileged to be on board with a title such as this. I met Tynan through Starbound and when he showed me the game I immediately knew I had to be a part of it - I'm a huge fan of these types of management games and had been waiting for a sci-fi oriented type to come along, so to actively be a part of realising it too feels really great.

I look forward to working on this and hanging out with the community - I'll be sure to answer any questions anyone may have for me.