There are a few different styles of armor in Overgrowth, made from different materials. These materials affect how the armor works. For example, in the above image, the rabbit is taking a blow on a wooden buckler, causing the armor to splinter. It wouldn't take many hits to render the armor useless.
There are two broad categories of armor that partially overlap. Hard armor consists of rigid plates that are good protection against piercing or slashing attacks, while soft armor is padding that is more effective at preventing damage from falling or being thrown into objects. In between, you have armors like chain mail and studded leather. Here are some examples of how the races of Overgrowth may use these types of armor:
We have not figured out all the gameplay implications of the armor types. For example, does soft armor slow you down more than hard armor when it is wet? Which armor type is the most flammable? These are questions we may need to find answers for before the game is complete. What are other ways that different kinds of armor can affect gameplay? (permalink)
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Pure Epic...
Very nice.
-Can metal armor rust? Causing the user to become slow until the armor is rendered completely unusable?
(Lighting on metal armor could work depending on your weather systems ;D)
-Since it's a third person game armor can't effect visibility, but can light armors provide a blending factor? I spy "Camo" in your pics.
-Swimming functionality?
-Hitbox damage depending on where armor actually blocks?
IDK but your current armor ideas already sound completely awesome.
Check out this for a ton of camo discussion: Blog.wolfire.com
Camouflage would be awesome and we will probably be able to pull it off pretty well.
The lighting is going to look amazing. David is awesome with shaders and other graphics tech. ;)
We'll see about rust... not sure about that, but I would like to have armor get damaged.
Camouflage would work great with ninja characters, especially for those who excels in using lighter armors to avoid producing sounds and assassinate their targets.
Also, what about weather effects like lightning/thunder? Like VS metal armor.
While all that sounds fun and great, having that amount of negative effects fighting your armor nonstop would be more of an issue then something people would enjoy.
You may enjoy it for a bit, but after a while replacing rusted armor or dying to a lightning bolt because you were wearing metal is kind of overly complicated.
Some negative effects would be fun, but too many and it becomes a nuisance.
It can never get too complicated. Take oblivion or fallout3 for example. There is a large crowd who likes to go further then left mouse/right mouse in their way of gaming.
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Wow, I cant wait to see in game pictures of it
Lol... So then it's possible to have generic templates of Ninja characters, with speed and lighter armors, and Samurai characters, with power and heavy armors.
This allows them to have more roles, with the Heavy armor users having to focus completely on defense, parrys, counters, and powerful blows.
Light armor users could then focus more on movement, ranged projectiles, fast blows, and critical hit points.
I wonder if "Instinct" will be implemented into it as some sort of side abilities for all classes. It would be a part of a psychic abilities for them to pull off powerful, fast, and unique moves.
Neat idea: Armor has a limited set durability, while health is regenerative. What this mean is that while armor is equipped, you only temporarily lose health while being hit from attacks.
Once your armor breaks though, your regen abilities slows down and you risk being killed from low health until you retreat and possibly repair or get another armor.
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Making armor a complicated concept in your game could be one of the best dicisions made so far, as long as your team can pull it off quickly and effectively. It would make battle scheming much more micromanaged and thought provoking. Either way, your ideas never cease to amaze me, jeffr, and give your concept artist a raise. "Word to yo mother; Peace out."
really cool concepts! maybe making it where like u have less roam for flexibality (jumping, running, swinging of weapons) when using heavy armor then u would for like leather armor.
sounds cool, wouldn't piercing be better vs strong armor though like in mount and blade, since piercing = small sharp metal thingy piercing through a small area = easy in = hurt through armor.
Bah I've been playing Mount&Blade alot, they have piercing damage as best vs armor because it halves the armor rating of the armor on each hit or something, while cutting damage will be effectively blocked by heavy armor therefore cutting = good vs light armor and piercing = good vs heavy armor.
But that's how it is in Mount&Blade, no idea if that's realistic or desirable for Overgrowth ^^
I never asked: is there going to be a multiplayer? Could be epic with come camo elements and the different classes!
Looking good as usual, though not perfect, yet. There are some elements in the armor that seem unfitting to me, like the neck and bamboo armor parts, which could use some more development.
There will definitely be multiplayer, but we are not sure which gametypes will be supported. For instance, cooperative gameplay is the lowest hanging fruit, and I can't guarantee there will be PvP.
just an idea:
If you wear a heavy armor your light punches/kicks do less damage as it slows you down , but heavy or charged punches/kicks do more damage because you have the time to swing your arm/leg and accelerate with added mass thus causing more devastation.
and vice versa 4 light armor.
It's not only punching and kicking being your only methods to fight. There will be medieval weaponry too.
So Light armors suits the martial artist classes, while Heavy Armor suits the Armed Warrior classes...
Lighter armor, or ever armorless, provides better and fluid use of punches and kicks and allows more styles of acrobatic moves to be used.
Heavy armor allows the user to withstand hits, so the user can parry, block, and possible counter attacks, with the choice of melee weapons rather than unarmed combat.
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Soft armor variants for Camouflaging, should be use of leaves covering soft armor, to hide the user in the environment. It would be interesting if branches can be taken from trees and bushes to be used as tools to extend and camouflage even further... Then throwing those tools away just as easily when attempting a ambush.
Great concepts. Looking good!
........AWESOME!
Never get sick of your guys concepts btw ;D
furries furries furries lololol
good update
Something that would be great is if the armour only protected what it actually covered, leading to a much deeper attack aiming.
Exist a detail you are leaving out. Not at all the animals go for the visual like the kitties, for example the rabbits and dogs has high senses, so donĀ“t need see the another guy by discover where he is, with only listen, smeal or feel the earth can find it without use the camo and those things.
Try with the rabbits make something like the videogames of Spiderman XD, when an enemy or the danger is too close or something strange is moving, the senses are activated, why the rabbits? those ears and the big nose are like a radar (and maybe you will add in the map when you discover an enemy with the senses), but if is a Hare, much advanced... and I love the hares more than rabbits XD.
In the dogs only smealing can find it.
The rats feeling the earth moving can know where is with an awesome accuracy... and the kitties are more visual so they need take more careful in ambushes.
Considerate that thing like other members here posted. Not at all is visual... feel the earth, feel the moment... No vean con los ojos, vean con los sentidos. ;)
Contact me for PM by more ideas, suggestions or whatever... I will forgot reply XD.