Aliens of Unvanquished

This week, I’ll be going over the progress we currently have on the alien player models.

Much like in Tremulous, Unvanquished possesses a main sequence of alien forms from the diminutive, poisonous dretch to the enormous, powerful tyrant. In addition, there is a base construction form, the granger. However, this may very well be where similarities end, as we’re taking things in a different direction, both with art style and gameplay mechanics. For one, we will be adding new forms as the gameplay design progresses, and we will also be changing the function of existing forms. You can also expect aliens to be renamed at some point.

In regards to the art style, we’re going for a gradient of insectoid to reptilian, at least on the mainline aliens. As you can probably tell already, the dretch is the starting point of this gradient, and the tyrant is at the other end. Between, there will be a mix of these features. The non-mainline aliens, the granger and the vulture, will both have their own style appropriate for their size in relation to the other aliens.

Now, here is the current state of our alien team, along with who’s working on what and where we expect to take things. We’ll start with the main sequence, and the other forms will be at the end.

Dretch

Designed by:

Gregstein (concept), Dandoombuggy (model), gavlig (animation)

Where is it currently?

We consider the dretch to be mostly complete. The model looks exactly how we want it to, and the animations are done. All we need to do now is create a new set of sounds for it, as well as some sort of first-person attack effect.

What’s next?

The dretch will likely retain its gameplay role, which is to stealthily take out lone humans with a well-placed bite to the head. However, we’re still thinking of ways to alter it. One idea that has been floating around internally is to give it some sort of pounce. We’ll also need to figure out ways to make it more intuitive for new players.

Basilisk

Designed by:

Sewer Hrehorowicz (concept)

Where is it currently?

The basilisk remains a concept sketch, but we’re going to get to modeling it very soon. As you can tell from the general shape, it’s going to be somewhat mantis-like in appearance, which fits its role very well. Unlike the dretch before it, the head has a more reptilian shape, but retains the pairs of insectoid eyes.

What’s next?

Once we approve a finished model based on the design, we’ll show off progress shots of it while it’s being textured. Then, of course, we’ll animate it and stick it in-game for your grabbing pleasure. Gameplay-wise, the basilisk will almost definitely remain a stealthy trapping form, although we’ll likely alter the way the poison gas and healing effects work.

Marauder

Designed by:

Sewer Hrehorowicz (concept), Osiris (model)

Where is it currently?

The model is finished, and this is our first public release of what it looks like. It isn’t textured yet, but we’re in the process of coming up with a color scheme for it. Being mid-way on the gradient between the dretch and tyrant, the marauder has a more reptilian appearance to the eyes, jaws, and exposed muscles, while the limbs and carapace retain the insectoid look.

What’s next?

After we figure out which colors we’d like it to use, it will be textured and animated. Gameplay-wise, the marauder will still be the jumping assault form you’ve all grown to love, but we’re still coming up with ways to diversify it. One possibility we’ve discussed is swapping out the lightning with some sort of rolling/diving attack.

Dragoon

Designed by:

Khaos (concept), Matt Berg (model)

Where is it currently?

We’re close to finishing the base model, which shouldn’t take much longer. Again, this is the first public release of what it looks like, but keep in mind that it’s still in-progress. The dragoon has more reptilian features than the marauder, which you can tell from the shape of the head and the exposed body mass. A few insectoid features remain in the carapace and the ends of the limbs.

What’s next?

After the model is done, you can expect it to be promptly textured and animated. Of course, the dragoon is definitely retaining its pounce attack, but we’re still open to figuring out other things to do with it. We may, for instance, swap the dragoon barb out with something else. It depends on where our gameplay design discussions take us.

Tyrant

Designed by:

Gregstein (concept), Dandoombuggy (model), gavlig (animation)

Where is it currently?

Basically finished. The model looks great, the animations are great, and we have first-person limbs for it. All we need to do is provide it with some new sounds.

What’s next?

If anything, we’ll likely just be modifying its gameplay role somewhat. Clearly it will remain a large attack form that can take a load of damage, but we’ll need to figure out ways to make it more interesting than that.

Granger

Designed by:

Khaos (concept)

Where is it currently?

Early concept stages. We’re still playing with shapes and color schemes, but it will likely end up looking very much like the image you see here. As you can tell, it pays quite a bit of homage to the original Tremulous granger, while still building off the old design. It’s much more armored, but will still have those six beady, black eyes and will produce delightful gurgling sounds.

What’s next?

After the design is solidified, we’ll put it through the modeling pipeline. It won’t take much longer. The granger will still be an adorable building form, but like the other aliens, we may end up changing the way it functions.

Vulture

Designed by:

Khaos (concept)

Where is it currently?

Extremely early planning stages. The general body shape will look like what you see above, but expect it to change abruptly. It will have a fairly even blend of insectoid and reptilian features. Obviously, it is going to fly.

What’s next?

Once we finish a design and model it, we’ll have to fit it into our gameplay. The one thing we know for sure is that you won’t be able to hover as one. Instead, expect to swoop around and deal with gravity. We might give it a wall-walk or at least a wall-cling ability to make it easier to deal with flight in corridors and making sneak attacks.