Thursday, 3 February 2011

OP Light Priests

As I promised here are some more old concept from the project touched up a bit so they're at least slightly more presentable.
Those are the three branches of the priest class of the Orthodox police in their light to medium variants.

The Apostle - a sort of a battle priest missionary type character using a range of light weapons. Adept at dealing with hostile situations.

The Holy Smoker - bearing a range of large incense burners and staves and the heavy robes of a higher order.

The Proclamator - Voice of the law of the church.

Tuesday, 1 September 2009

Heavy Armour/Weapons Characters

Here are two examples of the possible look and feel of some higher level, heavily armored and armed CO and OP characters. As OP characters progress they'll gradually replace most of their parts with mechanical devices, weapons and extensions. The CO on the other hand will mostly rely on heavily modified mining and heavy duty work equipment.

Friday, 28 August 2009

Style experiments

This in an early painting I did based on one of the initial test OP characters Stoiko made 1. I tried to treat the subject with a bit more painterly approach and see what happens. I never properly finished this one, and I dot like it very much, but still there are a lot of nice elements and happy little accidents that served as a base of a lot of the later designs, including the ones I posted this far.

Turret and Guns

Here a sketch of the OP Crussifix deployable turret, just a basic idea to have something to work with. And a shotgun and revolver sketch in bot OP and CO colors.

Tuesday, 25 August 2009


CO STB untextured model preview.

In Martyr there will be a variety of AI controlled bots fighting on your side. Some of which you could probably even take temporary control over. So here some initial designs and ideas(nothing fancy just the base generic units):

  • CO STB Salvagetec Bot (mele) - can repair friendly machinery, can salvage scrap for resources, med HP
  • CO GR Gun Runner (ranged) - strafes and circles around target shooting while moving, low HP
  • OP SL Sac. Lamb - Mobile homing bomb

At this stage we've planed on having 2-3 unique AI controlled unit types per faction, plus elite/squad leader version of each type. The elite will probably just have different texture and be buffed a bit in size. Some attachments might be possible to, just to differentiate better the silhouette from the rest. 

Here's the old bot Stoiko made initially and I temporary nicknamed the OP Cherub. This one will probably be slightly tweaked and adapted to be the base OP ranged unit. It will be with its ceramic armour plating I imagine sturdier than the the CO equivalent but a bit less agile.

CO CHB model preview.(texture should be updated to match the new syle and colors)

Sunday, 23 August 2009

Early Character Designs

Hello and welcome to the new Martyr dev blog. Here we'll be posting out process on the project. The blog layout is still just a base frame and you can expect it to be be updated with more project info.

OK here I'll start with some early character concept art I right after the initial stages of development and experimentations ( I was trying to get a quick idea with these on how the two factions will differ throughout their development.

The Orthodox Police should be highly mechanized, replacing almost completely in later levels their organic bodies with mechanical parts.

The Centrifuge Outcasts basically they're a bunch prisoners turned asteroid miners and mechanics. So I imagine them having their equipment made out of modified mining gear and space suites plus all kinds of scrap and salvage they've managed to find.

Some thoughts on the color palette. I'm still experimenting with those, the initial idea is that the OP will be mostly browns or blacks reminiscent of priest robes, with bright accents of yellow and gold, some orange and red maybe for variation. As for the CO things here are not so clear. What i have for now are dirty blue/greens hinting at work clothing, with few reds and yellows to get this construction worker miner look right. I'm still not sure those work, but well see, we still have to check how all those look and work in the context of the environment.