MKMoose Posted Thursday at 06:56 AM Report Posted Thursday at 06:56 AM (edited) 20 hours ago, LadyWYT said: Bonepipe armor is a great real world example of bone armor. I'm not aware of "bonepipe armor" being a thing outside of certain indigenous groups (e.g. Native American) where it was apparently used predominantly for ceremonial purposes or as a status symbol and not for combat, and surprisingly often dating back to the 19th century and not ancient armor. Using bones in actual armor was a real thing, for example in lamellar armor or as something like splints (kind of like #59 in the concept, but bone instead of metal), but it was more common in sub-Arctic cultures like the Inuit who lived in environments where metal was scarce and large bones plentiful. There's also the relatively well-documented example of Mycenaean boar's tusk helmets, though that's also largely symbolic, expensive, and probably wouldn't work as well with bone. There is evidence for bones being used in armor in some capacity, so I've probably somewhat overstated when saying that it doesn't make sense, but evidence for anything which could really be named "bone armor" is very scarce and regional. Keep in mind that I was mostly criticizing #130, which presents full-body bone coverage, while something like #53 or #56 is a bit more reasonable (though still arguably excessive and possibly weak structurally). I think limiting bones to the decoration layer would be quite reasonable, since that's where people seem to want to see them most either way (especially antlers), but if use bones in actual armor either way, then bone lamellar and some kind of shin or arm guards is the most that really makes realistic or historical sense. And if you want to go fictional, then by all means, though you're largely losing my interest then. I tend to appreciate the historical stuff. 20 hours ago, LadyWYT said: Grass, fur, hides, and pelts are likely to be padded layers, if anything, or perhaps serving as improvised armor types for the early game. Balduranne has said about as much in the original post, but the problem is that these were anywhere from rare to virtually nonexistent in the Middle Ages in most of Europe and Asia, and not exactly popular otherwise either. Leather has seen plenty of use for backing (base material to attach scales, splints or other metal components), various belts and straps (to attach armor to the body), structural reinforcement, or as the outer layer to some armor, but rarely as padding. Fur and hides have seen plenty of use for warmth, but rarely as padding. Reeds and grass I don't think are suitable for padding at all - they might allow you to make something, though even when turned into some cordage or wicker it's not gonna make for particularly usable padding. For a large part of human history, the overwhelmingly dominant material for padding has been textile, be it wool, linen, hemp, cotton or anything of the sort (partially depending on climate), because it's simply the single best kind of material for the role. And in fact, quilted textile was also the dominant primary armor for much of history, especially for poorer troops. There certainly were some possible alternatives, including leather and hides among the more notable options, so again I've probably slightly overstated the "doesn't make much realistic sense", but still, I just don't personally see good reason to create half a dozen extra options where in reality all of them were simply worse and vastly less common than textile padding. Do with that what you will. And for early-game improvised armor, I do want to mention that the stuff in the padding category could end up visually very similar to some of the existing clothing. 20 hours ago, LadyWYT said: I think for the example this refers to, it's more of a splinted or lamellar design rather than brigandine. If that is the case, then why is it called a brigandine? I don't see a defensible explanation for it other than a simple mistake or oversight. Which is fine, it's just concept art, but I just don't want to see it in a finished product. Generally, a brigandine is torso armor, because that's what the term refers to - a specific type of coat of armor (and having looked into it a bit further, this also largely applies to gambeson, which should probably be called something like quilted armor, or gamboised armor as VS does currently, when applied to the full body, as well as a whole number of other terms). Applying it to full-body armor, even if it was constructed like a brigandine all over, would be in most contexts considered a misnomer in a somewhat similar way to describing a complete suit of plate armor as a breastplate, or describing a complete formal suit as a jacket. There are some examples of less historical usage like in the current VS armor, where "brigandine" can refer to a complete set composed of a brigandine with other pieces, but that doesn't call for the other pieces to be constructed similarly to the brigandine. Similar construction methods can be applied to armor worn on the head or limbs, but actual brigandine is fairly bulky and heavy, so similar limb armor would typically be more accurately classified as some type of lamellar, splint, segmented or composite armor, or something of the sort. And to keep this post remotely related to the topic, I would like to bring up some examples of brigandine or similar armor: Left/top - Italian armor featuring a brigandine (typical example of the combination of a brigandine with a rigid plate helmet and limb armor); middle two images - Korean dujeong-gap, showing internal plates and a slightly ahistorical one worn by a reenactor (you can see that where rivets are on the outside, plates tend to be on the inside; red is the more conventional color); right/bottom - part of the Miniature of the Battle of Chiset with various examples of armor, of which at least the red-yellow one on the left side seems to include a brigandine, notably with very little leg protection. 17 hours ago, coolAlias said: Bronze in particular was very commonly used for a variety of armors in antiquity, so I don't see why we should restrict scale, lamellar, and plate to only iron and steel. Didn't say anything about lamellar being restricted to iron and later - that one should be available in bronze or maybe even copper with no issues. But on the topic of antiquity, the only set of clothes in the game (that I know of) which can clearly be considered to come from that period is part of the "theater" group, which includes clothing used in plays that can only be looted. Almost all craftable clothing that I've looked into (though I haven't checked out everything in detail) seems to fall under either relatively generic, roughly medieval clothing, or sets themed after specific cultures, occupations and social positions which would have existed around the time that the game takes place in. If that pattern is maintained, then Roman, Greek or similar armor will probably not be added. Naturally, I don't want to say anything with certainty unless there is an official dev stance, but I'm personally not expecting it. 4 hours ago, Nathan Flaminio said: Even though it's unrealistic, I'd love to see studded leather. It was always my go-to in D&D. If it's just the visuals that you're looking for, then you can get practically the exact look with a brigandine, coat-of-plates or similar riveted armor. Example historical reference and a rough mockup that I've made in a few minutes (probably kinda overdetailed, the exact arrangement of rivets probably makes no sense, and there are a few other issues, it's just a quick draft): Edited Thursday at 11:33 AM by MKMoose Add more images, minor corrections. 3
Nathan Flaminio Posted Thursday at 07:50 AM Report Posted Thursday at 07:50 AM I was thinking something like this 2
LadyWYT Posted Thursday at 01:56 PM Report Posted Thursday at 01:56 PM 5 hours ago, Nathan Flaminio said: I was thinking something like this From the practical standpoint, I'd write armor like this as either some kind of hardened leather with metal studs for decoration, or a brigandine with leather as the outer layer rather than cloth. I think either option works fairly well for a rogue/hunter character, as these seem to be the characters that wear this kind of gear. Leather might not be the most protective material available, but its main strength is availability--there's bound to be someone around selling it, and/or that can work with it. Brigandine is sturdier, but also going to be a bit harder to repair when out in the field, so for characters who are spending a lot of time away from polite society it may not be the best choice. 6 hours ago, MKMoose said: If that is the case, then why is it called a brigandine? I don't see a defensible explanation for it other than a simple mistake or oversight. Which is fine, it's just concept art, but I just don't want to see it in a finished product. I'd prefer more accurate terms as well, but at the same time, it's not a dealbreaker for me if something does get misnamed. When it does happen it's definitely something I will snicker at later though. 6 hours ago, MKMoose said: And if you want to go fictional, then by all means, though you're largely losing my interest then. I tend to appreciate the historical stuff. Hence why I threw out a real world historical example. It is rather regional, yes, and there's no evidence to show what happened to those cultures in the game. However, when designing for fantasy it's not a bad idea to look at the real world examples, even if niche, to see how a fictional culture might achieve similar results. Designs that at least try to be grounded in reality tend to hold up better over time than stuff that's clearly trying to break as many of the known rules of physics as possible. 6 hours ago, MKMoose said: There certainly were some possible alternatives, including leather and hides among the more notable options, so again I've probably slightly overstated the "doesn't make much realistic sense", but still, I just don't personally see good reason to create half a dozen extra options where in reality all of them were simply worse and vastly less common than textile padding. I'm guessing it's probably more intended for early improvised armors, when the player might not have access to proper fabrics yet. One material I'd throw onto the list in that case is wood. Is it the most practical armor material? Not at all, but in a survival situation like Vintage Story's it might not be the worst idea to cobble something together for protection, especially when status effects arrive. 1
Perdido Street Posted Thursday at 03:48 PM Report Posted Thursday at 03:48 PM As far as steel helmets go, a Sallet is one of the best 1
PineReseen Posted Thursday at 04:17 PM Report Posted Thursday at 04:17 PM Regarding decor, could we perhaps have some sort of pelt/fur ornaments, like the Inuits used to make? Maybe scarfs or poncho-ish clothes made from dyed fur or simply different natural colours of it? For example: Beads also apparently were used as decor in Inuit clothing, made from amber, stone, tooth, and ivory before European contact. When European traders made contact with the Inuit, they started selling trade beads to them, which eventually led to the Inuit developing many different styles of beadwork. For example: I think these look quite nice. Perhaps even there could be a heavy pelt middle layer to go along with these? 2
Balduranne Posted Thursday at 05:22 PM Author Report Posted Thursday at 05:22 PM On 5/20/2026 at 9:17 AM, ifoz said: By the way, just a quick question about the new system if that's alright for the topic of this thread. Since there's now plans for all the cool new scrap armours, does that mean that certain clutter items will drop and be used as parts in the process, it'll just be the generic scrap metal item, or there will be special pieces found in ruins specifically for making armour with? Just kind of wondering how modular scrap armour is planned to work, though very excited to see it ingame. Oh, I don't know to be honest, sounds possible though. We do want to make the existing antique armors work as part of this system so you can transplant their parts onto a different armor (Or indeed have you just find individual pieces of the armors instead of the full ruined set like you do now). 23 hours ago, LadyWYT said: Another design common in fictional media, that I don't want to see: the "boobplate" armor design for women. For ceremonial armor, it's fine, since that kind of armor is meant to be more decorative than functional. For armor that's meant to withstand actual combat though, it's a horrible design since it winds up transferring more force into the wearer's sternum rather than transferring said forces away from such a critical area. Basically, it's an easy way to wind up with a broken ribcage, if not worse. Considering that the Seraphs are currently as flat as a boar, I don't think that should be a worry Though, full disclosure, I do consider adding support for players having breasts in the future for things like hide and whatnot. 4
Friendly_Ghost Posted Thursday at 07:08 PM Report Posted Thursday at 07:08 PM All these armors that were the best and the flashiest of their times are cool of course, but I would also love to see a few more types of armors that common soldiers and militiamen used to wear. They would fit well in the style of the game, since we're supposed to make and repair all of it with relatively simple tools. I'm not an expert of the topic, but I can imagine that there's a good amount of variety that can be implemented here. 2
Balduranne Posted Thursday at 07:13 PM Author Report Posted Thursday at 07:13 PM 4 minutes ago, Friendly_Ghost said: All these armors that were the best and the flashiest of their times are cool of course, but I would also love to see a few more types of armors that common soldiers and militiamen used to wear. They would fit well in the style of the game, since we're supposed to make and repair all of it with relatively simple tools. I'm not an expert of the topic, but I can imagine that there's a good amount of variety that can be implemented here. Welcome to the forum! The idea of the system is that you can make it as basic or as outlandish/flashy as you desire/have materials for. 4
Friendly_Ghost Posted Thursday at 07:17 PM Report Posted Thursday at 07:17 PM 1 minute ago, Balduranne said: Welcome to the forum! Thank you! Quote The idea of the system is that you can make it as basic or as outlandish/flashy as you desire/have materials for. I'm very excited about that. I got very curious and that's how I've ended up here Are different shield designs within scope, or just armors for now? 3
LadyWYT Posted Thursday at 07:50 PM Report Posted Thursday at 07:50 PM A couple of oddball examples to throw in: Iron Man and Dr. Doom. Both of these characters have armor designs that are somewhat similar to a medieval steampunk theme, and Jonas tech would fit in well to add cool glowing effects or perhaps some limited lightning-shooting or "rocket boost" abilities. Add in the ability for players to color the armor plates, and you have a recipe for all kinds of superhero/supervillain shenanigans. 1
Balduranne Posted Thursday at 09:08 PM Author Report Posted Thursday at 09:08 PM 1 hour ago, Friendly_Ghost said: Thank you! I'm very excited about that. I got very curious and that's how I've ended up here Are different shield designs within scope, or just armors for now? Just armors for now. I'd love to have more shield and weapon variety later down the line, but this is going to keep me mondo busy as it is. 1
MKMoose Posted Thursday at 11:40 PM Report Posted Thursday at 11:40 PM (edited) 9 hours ago, LadyWYT said: I'm guessing it's probably more intended for early improvised armors, when the player might not have access to proper fabrics yet. One material I'd throw onto the list in that case is wood. Is it the most practical armor material? Not at all, but in a survival situation like Vintage Story's it might not be the worst idea to cobble something together for protection, especially when status effects arrive. The thing with wood is that it is actually reasonably well-documented as having been deliberately used for improvised protection, alongside hides, wicker, rope, and some other materials. And also alongside various cloth and fabric. Part of the reason for this is that improvised protection really can be made of almost anything that seems like it could work, and some of the thicker clothes that we have in the game could quite adequately qualify as improvised armor, because it turns out that layered fabric, hides, fur and other stuff can provide protection from some attacks and from the cold at the same time. The difference between improvised armor and clothing made of hide, fur and textile can be blurry due to their other, more important purposes, whereas wood, wicker, cane and rope at least have the advantage of being a deliberate, distinct improvised armor material which wasn't worn regularly. And to leather that also applies well. Tanned leather is flexible and durable, which makes it a great structural component, so it was used very frequently for various straps, belts, lacing and suspension, or as backing for scale, splinted or similar armor. Hardened leather is more tough and rigid but can be shaped easily, which makes it useful for helmets, shields, outer layers to plate armor, and horse armor, rarely breastplates or cuirasses, but it was actually also very common for various cases, containers and scabbards. Both tanned and hardened leather saw significant use in clothing and protective equipment, because leather can easily handle scratches, light cuts, scraping, friction, and other relatively light damage, making it great for stuff like hunting gear, which could also serve some protective role in more dangerous encounters with boars, bears or wolves. But with all that said, dedicated hide or leather armor, beyond relatively rare examples of helmets, cuirasses and lamellar? Largely fictional in Europe, but with at least three important regional caveats that I would actually love to see VS explore if there are significant plans for armor from outside of Europe. 1. Steppe cultures' leather lamellar. Their armor quite frequently used both leather and metal. The leather, apparently, "was first softened by boiling and then coated in a crude lacquer made from pitch, which rendered it waterproof." Here's the problem: leather decays easily and was used in more significant capacity by poorer troops, while metal was favored by elites which were more likely to have their armor preserved better and was generally more sought-after by archaeologists and museums. Because of this, surviving armor is heavily biased towards metal, even in cultures where there is evidence that leather was likely a relatively common armor material. But, we can still infer quite a lot to end up with leather lamellar. Of the concepts, I frankly don't feel like anything can be considered to adequately represent this type of armor, mainly because of the "pieces, not complete sets" issue I've been talking about - in this case, the vast majority of armor is just on the torso, some extending down below the hips or onto the shoulders and arms, helmet may sometimes be leather or rigid metal instead of lamellar, and limbs are much less protected to preserve mobility. Left/top - recreation of Mongol warriors' armor at the Art Science Museum in Singapore (kinda bad lighting), here also the one on horseback in maybe better lighting and angle (notice that it's basically just a coat-like torso armor extending onto the shoulders and arms as well as well below the hips, sitting on top of silk or other textile padding; the one on horseback has metal lamellar, while the one on foot seems to have leather lamellar); two middle images - illustration of Mongol warriors in pursuit and another illustration of Mongol cavalry (what they are wearing in the second illustration may be a simple tunic, but it may also be a simplified representation of lamellar or other armor which could also be worn with a fabric layer on top, be it integrated structurally, for wear protection, to keep the armor from snagging on anything, or maybe just for aesthetics; in both illustrations, the red or black blobby shape covering the lower part of the armor is just a bowcase or whatever that might be called); right/bottom - Mongolian brigandine-like armor from the invasion of Japan (very similar to some Chinese pieces; a potential heavier alternative to metal lamellar, though the line between lamellar and brigandine is slightly more blurry in this case). 2. Traditional lacquered rawhide/leather lamellar in Asian armor, especially China, Japan and some related regions that developed armor tradition quite distinct from European systems, producing very sophisticated and durable lamellar despite being fairly often made with seemingly "basic" hide or leather. The references to rawhide and leather are inconsistent, and I suspect that many actually refer to the same thing. But the caveat is that producing this armor was hardly just "tie some leather scales together to make lamellar" - it was a large amount of manual labor, advanced lacquer technology to make that hide last (which in-game would likely have to be some kind of more advanced mid-to-late-game unlock), and common use of plate breastplates, helmets, mixed metal-hide lamellar and other iron components alongside leather (and naturally, leather or rawhide scales would gradually be replaced with iron for protection, with leather remaining mostly structural). Obviously, all armor could be very advanced, but especially Japanese traditions seem to have been quite exceptional in their craft - seeing some of that complexity reflected in-game could be really cool. Of the concepts, #49, #62 and #63, and potentially some others, are visually notably close to these armors, though they seem to kind of misinterpret lamellar as laminar-like horizontal plates (unless they're actually referencing laminar, but it was rather uncommon compared to lamellar). Left/top - diagram of (likely 16th century or later) Japanese armor, with the numbers explained here (some details may be slightly anachronistic for VS, but otherwise this is a very good reference for the main components of Japanese armor); middle-left/top - 12th century Japanese armor; middle-right/bottom - 16th century dou-maru (the style is similar to what started appearing in the 14th century as far as I can tell; notice that in this style there is so much cord, largely for structural reasons, that the lamellar scales underneath are almost entirely covered); right/bottom - Chinese lacquered leather cuirass with lamellar skirt, or something of the sort. 3. Arctic or sub-arctic cultures' hide and bone armor, combining warmth with protection made with locally available resources. Historically, this is likely the most significant source for armor made of hides, fur and bones. Do keep in mind that Some of these cultures interacted and blended with Steppe cultures, and there is no simple dividing line, so I'm presenting what is basically the two extremes. Of the concepts, #53, #56, #91 (I guess also #99 and #101) have some ideas, but nothing really gets all the way there. Left/top - lamellar-adjacent armor made of bone or ivory, apparently Chukchi; middle and right/bottom - 19th century Koryak or Chukchi armor on the heavier side, in a museum and worn as demonstration (note that the armor in the middle picture is the same as the one on the left side of the right/bottom picture; it is relatively modern chronologically, but exchanging the metal lamellar for a bone or hardened hide lamellar would yield armor quite plausible for the time period of VS; these odd wing-like plates are apparently an actually historical part of the armor, and they could probably be made of hardened leather, reinforced with bone or ivory if needed). Edited Thursday at 11:42 PM by MKMoose 3
Perdido Street Posted Friday at 09:16 PM Report Posted Friday at 09:16 PM (edited) Having the option to make different variants of chain mail -heavy, medium, or light- could be nice (especially for the whole "making do with what we have" part of the system). The term "Ringmail" is somewhat anachronistic, but it does convey how the size of the individual links, or the tightness of their weave, were reflective of culture and the local availability of metal: For more specific examples, weave variants in real-life tend to be named for the density of links (# of overlaps per 1 link -ex: "4-in-1," means each link has 4 others attached to it), or their cultural style: -PS: For those who are curious, Gauge just refers to the thickness/diameter of the links in millimeters (its a standardized measurement system for wire; long story short, just read that the lower the "# ga" the thicker the link, wheres the higher the "# ga" the larger the link). A 4-in-1 (light) suit of chain mail would be much cheaper to make, and weigh-less to wear, than a 6-in-1 (medium) or 8-in-1 (heavy), but also be less protective/visually solid. Edited Friday at 10:57 PM by Perdido Street examples + explaination 2
ZetaHorzion Posted Friday at 09:22 PM Report Posted Friday at 09:22 PM (edited) Idk if we make a hard cut on the time period to which outfits/armors belong, but it would be nice to have also some mixed armor clothing options like landsknecht? Maybe also some more maritime protection in inspiration of sea forces (hanseatic league)? Example of Landsknecht Armor (usually was mixed and match with just some necessary protection like a breastplate) Edited Friday at 09:27 PM by ZetaHorzion 4
MKMoose Posted Friday at 10:48 PM Report Posted Friday at 10:48 PM (edited) 1 hour ago, Perdido Street said: The term "Ringmail" is somewhat anachronistic, but it does reflect how the size of the individual links, or the tightness of their weave, were connected to culture and the local availability of metal: I do want to note that this one is, as far as I can tell, pretty much fictional, at least with rings of this size. And at this size of individual rings, it would also be ineffective against most types of attacks. Some examples of Japanese mail are visually kind of close, but it's much smaller scale, and its actual chain instead of individual rings attached to a backing. It is likely that "ringmail" comes from a Victorian misinterpretation of simplified depictions of mail as large adjoining rings like in the Bayeux Tapestry. Left - piece of Japanese twisted mail sewn to cloth backing; middle - Bayeaux Tapestry fragment (11th century); right - photo from a reenactment of an 11th century battle in Poland. 1 hour ago, Perdido Street said: Having the option to make different weaves of chain mail could be nice (especially for the whole "making do with what we have" part of the system). I feel like this would only make sense if different types of mail are unlocked at different points of progression or have in some way notably different characteristics (presumably riveted mail would be better), because otherwise I'm not sure that the granularity is worth it for products so similar both visually and practically. I'm not sure that the devs would want to split chain into further subtypes, but it is an interesting possibility, and one of the many occasions for making progression more technology-oriented than metal-oriented. Edited Friday at 10:52 PM by MKMoose 2
Perdido Street Posted Friday at 11:21 PM Report Posted Friday at 11:21 PM (edited) 21 hours ago, MKMoose said: I feel like this would only make sense if different types of mail are unlocked at different points of progression or have in some way notably different characteristics (presumably riveted mail would be better), because otherwise I'm not sure that the granularity is worth it for products so similar both visually and practically. I absolutely agree, which is why I believe that the different chain-mails I suggest (just one Light, Medium, and Heavy variant as a simplified representation of the real world spectrum of mail styles) would add depth + more tools for visual expression, without getting too convoluted: 23 hours ago, Perdido Street said: A 4-in-1 (light) suit of chain mail would be much cheaper to make, and weigh-less to wear, than a 6-in-1 (medium) or 8-in-1 (heavy), but also be less protective/visually solid. I know that the plate layer is going to be the main star of the show in this system, but I hope that at least some attention is given to how different variants of mail or padding can be made, and layered to affect the protectiveness, overall production/maintenance cost, and weight of armor sets; whether players want to build specialized kit for speed, cheapness, or pure strength, in addition to the more aesthetic concerns. Edited 19 hours ago by Perdido Street added example picture
LadyWYT Posted Friday at 11:52 PM Report Posted Friday at 11:52 PM 2 hours ago, Perdido Street said: Having the option to make different variants of chain mail -heavy, medium, or light- could be nice (especially for the whole "making do with what we have" part of the system). I don't think this idea really works in the game since it relies on pixel textures, and armor types need to be visually distinct from one another, both for practical and aesthetic purposes. Other armor types have more distinct shapes, which makes them easier to work with, but mail relies heavily on the texture pattern to get the idea across. The only real way around it, that I can think of, is to have a short mail coat as the "light" variant, and a longer knee-length/ankle-length mail coat as the "heavy" variant. Both are still going to have the same mail texturing, but the length will distinguish one from the other. This idea also only works for the chest slot.
Perdido Street Posted yesterday at 01:24 AM Report Posted yesterday at 01:24 AM (edited) 18 hours ago, LadyWYT said: I don't think this idea really works in the game since it relies on pixel textures, and armor types need to be visually distinct from one another, both for practical and aesthetic purposes. Other armor types have more distinct shapes, which makes them easier to work with, but mail relies heavily on the texture pattern to get the idea across. Here is where I have to disagree, there are definitely ways of creating distinctions between different kinds of chainmail using color and texture, even with only pixels to work with. Light mail - take the Minecraft approach of having some gaps (albeit smaller/more form fitting ones), or else make it slightly translucent. After all, it's light chain, not solid plate, the color of what's underneath is going to come through. Medium mail - pretty much leave the model as is for this one Heavy mail - either make the model overall a bit thicker looking, or else add a slight 3D projection on alternating voxels to convey material depth. Everything from clothing sets, belts, jewelry, and even hair already use this type of texturing, and to great affect If you want to make it even more readable then, like you said, throw in different hem shapes (irregular or with torn links - to convey airy-ness for light mail, triangular trim - to show balanced craftsmanship on medium mail, straight or with square trim - to convey unyielding-ness for heavy mail). I think that the methods I have listed above are sufficient to create visual distinction between chain-mail types, and are doable with tools already available to the game. To give an example of the visual progression, from Light to Medium to Heavy: --> --> Edited 20 hours ago by Perdido Street explanation + example pictures
LadyWYT Posted yesterday at 01:46 AM Report Posted yesterday at 01:46 AM 7 minutes ago, Perdido Street said: If you want to make it even more readable then, like you said, throw in different hem shapes (irregular/ragged - to convey ramshackle-ness for light mail, triangular flaps/tassels - to show balanced craftsmanship on medium mail, or straight/square flaps - to convey unyielding-ness for heavy mail). I think that the methods I have listed above are sufficient to create visual distinction between chain-mail types, and are doable with tools already available to the game. I agree that different shapes create enough visual difference to distinguish between them at a glance, but I disagree about subtle color changes and slight differences in model thickness being enough. To my knowledge, the texture maps for all three proposed sets of mail would still be using the same pixel count, so while pixels could be left out there's not a lot of changes to be made otherwise without losing the "mail" pattern. As for coloring...the color would be based on the construction material, so not much wiggle room there either. Subtle colors and missing pixels are also quite hard to distinguish at a glance, especially when there's other gear layered over the top, so the end result is mail armor that looks like...mail armor, and not much visual distinction aside from that. That's why I suggested changing the shape of the armor if one really wants to go that route, rather than try to rely on textures alone. If the textures were higher resolution rather than basic pixels, then I would be more inclined to lean heavily into patterns as a distinguishing feature.
Chuckerton Posted yesterday at 04:38 AM Report Posted yesterday at 04:38 AM Hoping for surcoats (or maybe tabards?). The outer clothing that can be worn over armor. Ideally with many different colors and symbols so that we can have choices on how our armies can identify one another on the battlefield! I am a tad bit concerned though about the number of things in this concept art. I feel like if we do get THAT many new armors and armor pieces it would be a TON of new crafting recipes. It would be a mess to navigate through the crafting menus! Or if they have to be smithed seeing a hundred new parts when you put down a work piece would be completely unworkable. Im certain that this wouldnt be done in that way but if a lot of new armors do get added i hope that theres some way of keeping them all organized. 1
LadyWYT Posted yesterday at 02:53 PM Report Posted yesterday at 02:53 PM 10 hours ago, Chuckerton said: I am a tad bit concerned though about the number of things in this concept art. I feel like if we do get THAT many new armors and armor pieces it would be a TON of new crafting recipes. It would be a mess to navigate through the crafting menus! Or if they have to be smithed seeing a hundred new parts when you put down a work piece would be completely unworkable. Im certain that this wouldnt be done in that way but if a lot of new armors do get added i hope that theres some way of keeping them all organized. Easiest way to keep things organized would probably be some kind of menu-style crafting system for a specific crafting station. Then the player can just supply the parts that are appropriate for the general armor type they desire and pick the design that they like. Overall, I wouldn't worry too much when it comes to concept art though. It tends to be rather plentiful since the goal at this stage of development is to get a large pool of ideas and then select the best options to refine and implement. Ideas that were passed over can always be added later as the team has more time to do so.
Recommended Posts