Doom Komato security with and without hatchet 28/38
In general, in FPS focus is rightfully on belligerant hostile soldiers, some FPS present prisoners, hostages, civilians.
Anyhow, i decided to create sprites about sailors, pilots, service personell grabbing the first thing at hand and participating in the fight against the intruder (1UP)
This set should blend pretty well with the other tavatai in the collection they belong to, altough i'm studying a way to get a better output and more actions.
As usual i'll prepare several sets to grant variety in the enemy. This set in particular is divided in 3 parts: basic actions, extra actions, (to create an entire rank) and handsfree cels. The last has got actions that will allow to create unaware monsters busy working with wall or tabletop computers.
Of course every set is shown from the 8 classic directions.
I also added for each of the 3 ranks additional files from the side sequence, in case someone wants to use it for platformers or scrolling beat 'em up Didn't tought of doing the same for the sequences facing west or north, but if requested i could select them.
First 3 preview files show the cels that are included in each of the 3 sequences, the next previews show all the cels for each of the monsters from all 8 viewpoint.
In case of doubt or confusion between the term "monster" or "rank", the number at the beginning of the filename represents the rank, a monster can have some or all the cels of it's rank.
With this architecture in the sprites, a rank can represent 2 or more monsters made with the same spriteset that can be distinguished from the stride or at the moment a monster in the rank does something that the other mosnter in the rank cannot... Kinda like Mokujin or Combot in Tekken.
---
Sequences and spritesheets for FPS are high resolution and 32 bits of colors, altough the file uses 256 arbitrary colors i provided an arbitrary palette to indicize each of the ranks, but i reckon that using fixed palettes such as NTSC, PAL, WEB might create interesting shading effects.
Usually, in engines such as DooM, Heretic, strife, low res sprites are detailed enough, and the pixelation when they are virtually close to the camera is pretty dramatic.
Also, for each monster i added a low resolution spritesheet, wich contains all 3 sequences, from all 8 directions. Obviously the 7th column represent the left handed sidescrolling sequence.
And as said above, a complete low res sprite for each rank, in their sideview, for platformers or beat 'em up. Of course it can be enriched with cels from the corresponding complete spritesheet.
Comments
BTW: This class (Komato security) is composed by 51 ranks, in 17 collections. (or submissions) 16 are OpenGL, one will be Iray.
Sorry for doing all the talking... Looks like i've hit some limit.
So this class off komato ranks will be divided in 2 submissions.
The good news is: it is the heaviest class.
I don't feel like dividing into guys and dolls, so i'll go with "1 to 28/38" and "29 to 38/38"