By the Power of Grayskull! Howdy folks, and welcome to the long-delayed return of my developer’s diaries for my new mod! I’m afraid last semester absolutely kicked my backside, and I found myself crazy busy. That left zero time for my hobby projects, but I’ve been able to carve out a little time at the beginning of this new spring semester. I’ve been working on the He-Man characters and universe, and I’ve got a ton to show off. There is even more to come (hopefully) soon.
I had an interesting challenge designing all of these characters, as I’m not as versed in the extended He-man cast as I am with, say, the Turtles or the Thundercats. Nonetheless, their scale, individuality, and rather operatic nature make them an excellent fit for FF and a lot of fun to work with. As I mentioned in my last developer’s diary, although I grew up with the original cartoon, loved it as a kid, and still have a fondness for it, these days I am much more of a fan of the 200X reboot. Thus, while I drew on the classic cartoon for the breadth and depth of the characters’ powers, the basic designs and balance were definitely more influenced by the reboot.
Character Backgrounds
Man-At-Arms: One of the cooler things that the interesting and generally well-crafted (though controversial) Masters of the Universe: Revelation gave us was the idea that Man-At-Arms, or Duncan, is “The Most Dangerous Man in Eternia.” That’s an awesome tagline for him, and it seems a fitting description. He is, as his title indicates, a master of arms and armor and a very skilled warrior. In most versions of the setting, Duncan is a military advisor to King Randor and the inventive genius of the heroic warriors, responsible for many of the devices that aid them in their battle against Skeletor and other threats to Eternia. He acts as a mentor to both Prince Adam and his alter ego, He-Man, providing moral guidance and training. He’s also Teela’s foster father, and their relationship often helps to humanize the otherwise stoic and (especially in the 200X version), somewhat grim soldier. He’s become one of my favorite characters in my revisits to the series, and I was always a fan of those instances where he got a focus episode.
Teela: I have often thought about how incredibly surprising and progressive it was for the original He-Man show, not only to give their uber-masculine hero a supporting female character, but to avoid the obvious move that would have turned her into the useless “Damsel in Distress”. And not only did they avoid the trope (which was still plenty accepted and common in the 80s, they actually made Teela the polar opposite, an “Action Girl”, a highly competent warrior and (relatively) equal partner in He-Man’s adventures. That’s really darn impressive for a cartoon from the 80s specifically targeted to young boys. In the shows, Teela is usually the daughter (though sometimes clone) of the Sorceress of Grayskull, whose mother gave her up to protect her from the threats and limitations of her lonely life. Raised by Man-At-Arms, Teela was a well-trained warrior and rose through the ranks to become captain of the Eternian Royal Guard. That’s another astonishing fact. Not only did Filmation introduce a competent female character, but they also gave her authority and responsibility in their world.
While I’ve never been a particular fan of Teela (I was one of those boys who never really cared about the female protagonists), I love her as part of the ensemble, and especially the relationship that she has with Adam, which is more developed in the later versions.
Man-E-Faces: I don’t think I remember ‘ol Man-E from the original cartoon (apparently he was only in two episodes), but I certainly remember him from the 200X reboot, where they made him into an interesting character with a pretty great gimmick for his power. Once a talented actor, Man-E had a gift for putting on a new persona…literally. He has the ability to switch between his human face, a robot for, and a monstrous one. In the reboot series, each of these forms granted him different abilities, as well as a bit of a different personality, making him a much more interesting and useful character. He’s a hero who can adapt to a range of different situations, and who has to balance three heads for the price of one.
Mekaneck: Ah, Mekaneck, the Ma-Ti of the He-Man universe…Mekaneck, in classic He-Man style, is exactly what it says on the tin: he’s a scout who can stretch his mechanical neck (to a fairly insane degree in some versions) and who has enhanced sight. I’ve always thought he had a rather silly power, and the 200X show played with that concept, though it tried to show that he had a useful role to play. While I would still never want to have “mechanical neck powers” rather than those of literally any other of the main Masters, the reboot made him an interesting character.
He fills something of the same role as the classic G1 Transformers’ Bumblebee, a scout and recon expert who, while not as strong in combat as his teammates, is a valuable member of the team and a character with some heart. To my great surprise, I recently listened to an episode of The Legends of Grayskull Podcast where the hosts discussed how they had never thought of Mekaneck as lame, and they resented the 200X series for introducing that concept. More power to them. As an Aquaman fan, I’m well aware how those kinds of ideas can stick around and dominate an otherwise worthwhile character.
Ram Man: The hard-headed bruiser (and often heart of the team) of the Masters, Ram Man is another character who is pretty much exactly what you’d expect. He’s a warrior who fights with his head…literally. While the Filmation version was a dwarfish little fellow with literal springs for legs, the 200X version is a hulking warrior, but both of them have similar personalities, filling the “Big Guy” trope, being strong, tough, sweet-natured, and none-too-bright. “Rammy” is fiercely loyal and stubbornly courageous. A memorable episode of the reboot depicted him as having a phobia of the dark, which humanized the big guy and made you like him even more when he inevitably overcame his fear to save the day.
Stratos: In most incarnations, Stratos is a member of the bird-like people of Avion, a dedicated and tough-minded veteran, especially in the 200X series, where he sometimes plays the voice of experience. The high-flying hero of the Masters team has always been my favorite character of the bunch, at least since I remember. Interestingly enough (to me anyway), I’m not sure I actually remember him from the original show, and I don’t even know for sure that I had his toy. Nonetheless, when I went back to rediscover the shows of my childhood, I ran into Stratos and thought he was the coolest of the bunch. I have always had a fondness for flying characters and the birdfolk trope, and Stratos has a simple but neat design, with cool flying helmet and jetpack. The Sean Connery-esq accent the 200X series gave him didn’t hurt either!
Battle Cat: Who doesn’t recognize He-Man’s faithful feline friend? Battle Cat is a wonderfully primal and exciting part of the mythos, a humble fraidy-cat (Cringer, Prince Adam’s companion) turned ferocious animal ally. It shows just how effectively the original creators tapped into primal imagination and archetypal stories that they gave their power-fantasy hero a green tiger as mount and companion. I can’t think of anything else that would have felt quite so rawly awesome.
I had apparently completely forgotten that the classic Filmation version actually talked and was more friend than pet to He-Man. It still startles me a bit when I see the old show and Battle Cat pipes up.
Buzz-Off: This insectoid member of the heroic warriors is the other half of their air force and a member of the bee-like Andreenid race. In the classic Filmation series, he was depicted as flying spy, but the 200X version reimagined him as a hot-headed heavy-hitter, a powerful warrior somewhat short on temper and long on ego. He’s tough and capable, but he tends to get in over his head. As is often the case, the later incarnation is a good deal more interesting, and I’m only sorry we didn’t get to spend more time exploring his story and seeing the culture and adventures of his people, who lived in a giant hive city. The later series also gave him a much more insectile appearance that made him look significantly cooler than his original design.
Evil-Lyn: One of the ultimate femme fatales of the classic 80s cartoons, Evil-Lyn is right up there with G.I. Joe’s Baroness as an alluring but deadly female villain. Lyn is a master manipulator, but notably for the era, she is also a master magician, surpassed only by Skeletor, a capable and dangerous opponent in her own right. And, honestly, she seems to be a step ahead of her master as often as not in many of her incarnations. Lyn is undoubtedly the most competent and intelligent of Skeletor’s main minions, and she has always been an intriguing villainess. The recent He-Man Revelation and Revolution series both explored her character in fascinating and enriching ways. In fact, her arc is very arguably the best part of that first series.
Beast Man: The barbaric and animalistic Beast Man is probably the most loyal and dedicated of Skeletor’s Evil Warriors. If Evil-Lyn is Skeletor’s right hand, Beast Man is his left, and he is perpetually at his master’s side, even when that hand is busily dishing out punishment for his latest failure…or just because he happens to be near by. Beast Man is a powerful and savage fighter, one of the Evil Warriors who is actually able to go toe-to-toe with He-Man, but his real strength lies in his ability to command the beasts of Eternia, summoning a horde of monsters and vicious creatures to do his bidding like an evil land-locked Aquaman. Beast Man is often depicted as fairly stupid, but he’s still a force to be reckoned with, as well an enjoyable villain.
Mer-Man: Well, any folks who know me and my particular tastes know that I’ve got a soft spot for aquatic characters (I always attribute it to growing up on the Gulf Coast), and Mer-Man is no exception. He’s a cool villain with a neat design, and the 200X version made him a real threat, especially when in his own element. The comics that explored the villains of that series, Icons of Evil, also got to dig into his world and his backstory a bit, making him even more interesting. If Beast-Man is an evil Aquaman on land, Mer-Man is just straight-up an evil Aquaman, with the same set of powers, including super strength, toughness, and control of sea life. I’ve always liked him as a villain, but I wish we’d get to see more of him and have more aquatic adventures in the series.
Panthor: As Battle Cat is to He-Man, so Panthor is to Skeletor, at least in premise. Sadly, he seems to be a bit underused in most versions of the mythos, but this monstrous big cat is a fitting dark reflection of He-Man’s heroic companion.
I’d really love to see some stories explore the relationship between this evil kitty and his master a bit more.
There is not a ton more to say about this bad kitty other than that he and Skeletor look great in action together, another sign of the amazing sense of design that enriched the original toys and show.
Trap-Jaw: Part man, part machine, all evil, Trap-Jaw is a cyborg member of Skeletor’s forces who has robotic limbs that can perform a number of functions, including guns and powerful claws. He was always one of the more intimidating and visually entertaining of the Evil Warriors, but the 200X’s comics gave him an intriguing backstory and made him a good deal more interesting. In that series (and in a brief flashback in the cartoon’s first episode), we see that Trap-Jaw was once a talented warrior named Kronis, but he betrayed Skeletor, gathered an army, and tried to usurp his former master’s throne. In return, Skeletor very nearly killed him. However, Kronis had proven his strength and usefulness, so the Lord of Destruction had Tri-Klops save his life and “upgrade” him into a living weapon.
Tri-Klops: The master inventor and weapons master of the Evil Warriors, Tri-Klops is essentially the evil counterpart to Man-at-Arms (at least in the 200X version, which made the best use of him). He’s an inventive genius, as well as carrying his own arsenal around with him in the form of his trio of eyes that each provide a different power. In the later show, he was also a talented sword master, as skilled with a blade as he was with machines. He’s often depicted as one of the more cool-headed and competent members of Skeletor’s not-so-merry band. He’s a bit more logical and scientific in his approach to problems, and he’s one of my favorite of the villains.
Design Process
As I mentioned in my introduction, these characters provided something of a challenge since I’m not as well versed in Masters lore as I am in that of most of the other shows on my list. Nonetheless, they are exactly the kind of fantastical, over-the-top characters that fit best into FF. I had basic ideas for how each of the characters would work and the role they would play in their various teams, but I had to do a decent amount of research to get inspiration and information on their designs. The website Writeups.org, which features RPG builds for a massive range of characters, proved particularly helpful in my research. Their designs are based on the classic cartoon, but they often gave me a starting point in conceiving of powersets and power levels for this cast of characters. In general, I’m pretty happy with how everyone turned out, though I’m concerned that He-Man may be too tough (he’s a hard character to balance since he is a walking power fantasy, like Superman).
Man-At-Arms: From the beginning, I had a pretty good idea of what I wanted to do with Man-At-Arms. I knew I wanted him to be a walking weapons platform, as he was in the 200X series, and to have some fair toughness because of his armor. I built him as a dangerous combatant, at range or up close, even giving him a custom attribute that included Combat Skill: Master so that he can do extra damage in melee despite his limited strength. The combo also includes the Utility Belt attribute, giving him an extra set of options in and out of combat. In terms of powers, he’s got a set of energy shots, as well as bombs and a stasis attack, in addition to his suite of melee attacks.
Teela: Everyone’s favorite warrior woman was a challenge, not in design, but in balance, and I may still not have her where she should be. She needs to be able to keep pace with He-Man and the other heavy hitters, but she herself is more acrobat than bruiser, which can be a bit harder to model in FF. I ended up building her as an agile fighter whose staff does mostly area attacks, allowing her to dish out damage to multiple foes, even if she has trouble hurting the toughest enemies. She’s also got Combat Skill, though she isn’t the master that her foster father is. In addition to her staff attacks, she also has an energy projectile and some more utility powers, like blinding bombs and stasis inducing bolas.
Man-E-Faces: I had a pretty good idea of the basic gimmick for Man-E, knowing I was going to build him as three different heroes, reflecting the different abilities and powers that the 200X version demonstrated. Yet, how exactly to build the different versions was a bit of a challenge, as I wanted them to be specialized, relatively unique, but not wildly different from one another. Man-E’s main persona is a fairly agile fighter with an Enrage power, drawing on the idea that he’s a talented actor. Man-E-Monster is built as a dangerous melee fighter, stronger and tougher than his other personas, even having Solid Skeleteon to give him a bit more survivability when going up against the bruisers of the other team.
Man-E-Robot is a more precise ranged fighter, with a set of different beam attacks, both energy and radiation, including an Irradiate attack. He’s also able to use his robotic sensors to scan an enemy and induce “Genetic Damage,” making them vulnerable. He’s got some extra toughness against energy attacks with Strange Visitor, and he’s extra resistant to mental attacks with Cybernetic Brain.
Mekaneck: The Eternian scout was an interesting challenge. I had a few ideas for him, but nothing fully formed. Unfortunately, there wasn’t a lot I could do with his neck itself because of animation limitations. However, I gave him Enhanced Senses so he could detect enemies all across the map. He’s got some armor and is fairly agile, and I ended up building him as something of a utility character, able to hold his own in a fight, but with a few different ways to aid his allies as well. He’s also got the ability to use his visor to scan an enemy and inflict “Genetic Damage,” in addition to a range of melee and ranged abilities. To build on the idea of him as a scout, I gave him good speed and the ability to toss out proximity mines, intercepting enemies.
Ram Man: Rammy was, of course, a pretty simple premise, but the challenge was in fleshing him out. Of course, he’s designed as a tank, the second toughest of the heroes, after He-Man. He’s hard to stop and even hard to stun, with Tough Guy giving him a little extra chance to resist states. I knew I obviously wanted him to have a “Speeding Bullet” attack and a high knockback melee option with a charging animation. A headbutt was another easy option, but beyond that, I had to get a bit more creative. Fortunately, his skope has the axe that came with the figure, and I gave him a standard suite of melee powers, in addition to the more thematic ones, giving him more options. I added a ‘quake’ style area attack to round him out, and I think he works pretty well.
Stratos: The high-flying hero presented me with two different challenges. The first was to differentiate him from Buzz-Off, and the second was that, despite my affection for the character, his power suite was not all that diverse. Without a little creativity, he might have ended up a bit boring to play, and he may still require some tweaks. In terms of the first hurdle, I considered how the two characters were portrayed on the 200X show, and it seemed to me that Stratos was a bit more of a glass cannon, very fast with his jetpack and with some good damage potential and crowd control because of his missiles. Meanwhile, Buzz-Off was more of a flying bruiser, tough and strong, but not as agile. Thus, I made Stratos fast and maneuverable, though not super hardy, while I also gave him a set of missile attacks that he can use to create a lot of chaos while airborne. To round him out, I gave him an aerial sprint with his jetpack, as well as an area fire attack envisioned as him overloading the pack to hurt enemies. I’m pretty happy with him, but I won’t be surprised if he needs a few tweaks.
Battle Cat / Panthor: The fighting felines were one of the easier designs, as I’ve designed big cats like them before, so I just scaled them up a bit. These two share a build, both tough, fast, and agile, and possessing a set of melee attacks and a panic-inducing roar. They work pretty well in combat and can be a solid counterpart for their partners.
Buzz-Off: The bee-man fell into place after I got a sense of how to design Stratos, and his Writeup helped a good deal. I don’t have any memory of him from the original show/toys, so I wouldn’t have had much to draw on for him without that. I built him as a tough flying bruiser, but the RPG build gave me some ideas for his powers. In addition to a set of melee options, he’s also got a stun-focused set of ranged electrical attacks (his “stings”), and a helmet that lets him scan foes, like Mekaneck.
Evil-Lyn: Lyn was easy, in that she was an evil sorceress, but the challenge came from differentiating her from Skeletor. Obviously, he needed to be more powerful, but I also wanted them to be able to do slightly different things. In addition to the classic sorcerer build of damaging energy attacks, state changes, and such, I settled on giving Lyn ice and earth magic in contrast to Skeletor’s fire and nature magic (each reflecting things they did in the 200X show), as well as a few other more thematic abilities. She has the ability to enchant foes, hypnotizing them to her service, and an ice wand (drawn from the classic cartoon), allowing her to freeze enemies. She’s definitely a class cannon, but she has an energy shield to help her survive coming face to face with He-Man.
Beast Man: Beast Man is quite straightforward in concept. He’s a heavy-duty bruiser, tough and strong, and a real danger in melee, though he has some ranged options with his whip, including the ability to trap foes. The real challenge with him was designing his minions for his beast summoning powers and the limitations of his animations. I wanted three options for his summons, a big monster, a fast option, and a tough melee option, and finding art resources for them posed a problem. The last category was the easiest to fill, as we actually had a shadow beast skope and skin, which is perfect. I also found a good dragon-y skope that looked pretty good for the 200X version’s serpintaur. I’ve got a possibility for the quick beast, but I’m not quite decided on it yet. Nonetheless, this gives Beast Man some powerful help that he can call in during a battle, with some decent variety.
Mer-Man: Our aquatic villain was another fairly easy one. He’s a tough but and fairly agile fighter. I built him using my standard approach for aquatic characters, making him Wood material type so that he has some good resistances but a weakness to fire. He’s got strong melee attacks, as well as some ranged energy attacks and the ability to fire a water blast that can knock enemies away.
Trap-Jaw: I had a good sense of Trap-Jaw as well, and fortunately we had the right art assets for the job. I built him in two versions to show his flexibility and adaptability, like the evil version of Man-E. He can switch between a gun and a claw version to become more ranged or melee focused, and in each of these versions, he also has the ability to “eat” an enemy’s weapon, disabling their powers, and a “bite” that can let him grapple an enemy, trapping them in place. This gives him some powerful options in combat.
Tri-Klops: Our three-eyed friend was easy in premise, as I knew I wanted him to be a ranged powerhouse with multiple options reflecting his different eyes and their abilities. Yet, figuring out what specific powers to use to realize that premise was something of another matter. Doing some research and rewatching a few episodes of the cartoons helped me zero in on what types of powers his different eyes should have. He ended up with fire beams, radiation, and a penetrating beam, as well as the ability to scan enemies for weaknesses. Tri-Klops is also a skilled swordsman, so I reflected that in the speed and damage of his melee attacks.
Alright folks, that does it for this (rather overdue) developer’s diary. I hope that y’all found this peak into the design process interesting. Let me know if y’all have any feedback or suggestions about balance or design! Of course, I also tested out these awesome characters in the Rumble Room, and I created a teaser video showing off what they can do. After the initial battle, it also includes an exploration of Man-E-Faces, Beast Man, and Skeletor to show some of the unique mechanics in action. Stay tuned for more SMA updates and developer’s diaries soon!
Howdy folks, and welcome to this week’s developer’s diary! This week’s post is a bit of a change of pace. So far, I’ve really been showing off the depth of the mod, doing deep dives with a wide range of characters for one setting, but I’ve been wanting to show off the breadth of the mod as well and create a teaser trailer of sorts as something of a proof of concept. To that end, I’ve spent the last week and change working on designing and building a selection of main characters from each of my starting settings/shows, Ninja Turtles, Transformers, G. I. Joe, He-Man, Thundercats, and Silverhawks.
This obviously required a lot of work on a meta-level that I had already done for TMNT, as I had to figure out the scale and approach I was going to use for each of these settings. I did my usual design work and research for each set of characters, but because I wanted to use all of them for a trailer, I went all-out, building a lot of custom FX, hunting down sound clips from the shows, and more. For today’s developer’s diary, I’ll provide some background on the newly minted characters and my design process for them, as usual, but I’ll also talk a bit about each of the shows, their history, and the basic approach I’ll be using for them in the mod. And at the bottom of this post I’ll include my new teaser trailer.
Cartoon and Character Backgrounds
Thundercats: Thundercats, Ho! This tremendously imaginative fantastical series, set in a mysterious and wondrous world known as Third Earth, followed the adventures of a noble and heroic band of anthropomorphic cat-people. The team consisted of Lion-O, their young king and leader; Panthro, technician, inventor, and martial arts master; Tygra, architect and leve-headed scientist; Cheetara, super speedy psychic (and one of the most competent and courageous female characters in the boys’ cartoons of the era); and the young Thunderkittens, Wilykat and Wilykit, who were mischievous and full of spunk. Together, they were (apparently) the last survivors of the destroyed world of Thundera, marooned on a strange and often hostile new world where magic, mysticism, advanced technology, and ancient ruins all contributed to both the dangers and wonders of the setting.
The Thundercats were pursued to Third Earth by an evil race called the Mutants, who coveted their most prized possession, The Eye of Thundera, an incredibly powerful magical artifact. Once stranded on the planet, the noble band of Thunderians ran afoul of an ancient and mighty sorcerer named Mumm-Ra, who also wanted to possess the Eye and who was destined to become their greatest foe, though the world proved to be full of many strange and often dangerous beings.
The adventures of the Thundercats were full of excitement, but they were also wholesome and full of good moral instruction, like many of the classic cartoons of the era, despite the fact that the show (also like many of its contemporaries) was created as a vehicle to sell toys. I went back and started watching through it again for research as I was working on this week’s update, and I was struck by how well it still holds up. I love all of these shows, some of them despite themselves, but Thundercats is probably objectively the best them, or close to it.
It’s got a delightfully creative setting, bursting with the fantastic, and unlike some shows, which could get stale with the heroes fighting the same villains every week, Thundercats introduced a wide and diverse cast of characters, villains, allies, and innocents, that inhabited its well-imagined world. It also had more continuity than many Saturday morning cartoons, as well as some solid character development, as the young Lion-O, truly a boy in a man’s body, thanks to a malfunction with the cryopods on the way to Third Earth, learned what it meant to be a man and a leader. It’s still a product of its time, but the end result is a good show that had a lot of heart and personality, one that still maintains its magic today.
Lion-O: The young lord of the Thundercats is an interesting and somewhat unusual character for the Saturday morning cartoons of the era. He is both a powerful and capable hero in his own right and a young, inexperienced perspective character at the same time, essentially combining two archetypes like Captain Marvel, both the hero and the hero’s kid sidekick rolled into one. Lion-O is a young boy at the beginning of the show, and while his body grows up in the first episode, he is still immature and has quite a lot to learn at the start of his adventures.
One of the pleasures of the show is watching him grow up, learning from his fellow Thundercats and from the friends and allies they encounter through their escapades. The show is something of a fantastical bildungsroman, or story of growing up, detailing Lion-O’s hero’s journey. With that being the case, in the beginning, Lion-O, though strong and agile, physically powerful, is often headstrong and impulsive, and it takes him some time to learn how to be a hero and a leader.
He carries the powerful Sword of Omens, with The Eye of Thundera embedded in its hilt. The Sword and Eye are a potent combination, capable of a wide array of feats and possessed of mighty magic. At times, these artifacts seem to have the power of plot, but there was generally at least some logic to their uses. Together, they made Lion-O the strongest of the Thundercats, as was befitting for a warrior-king, a furry King Arthur with his feline fellowship of Round Table knights.
Mumm-Ra: Every hero needs his villain, and Mumm-Ra was one of the best of the Saturday morning set. He was creepy and intimidating, an ancient sorcerer, with strong Egyptian mythological flavor, down to his mummified appearance and name. I imagine many fans still remember the incantation that preceded his dramatic transformation from a shriveled husk to the hulking and powerful “Everliving” form in which he would battle the heroes. Mumm-Ra was a mysterious and intriguing villain whose enigmatic origins stretched back into the history of Third Earth itself. He served equally mysterious “Ancient Spirits of Evil,” whose arcane aid he would often invoke. A powerful sorcerer with nearly unlimited magical abilities, Mumm-Ra was a memorable and worthy nemesis for the heroic Thundercats, feeling more competent and dangerous than many of his Saturday morning contemporaries.
The Silverhawks:“Wings of Silver, nerves of steel!” With those exciting and dramatic words, one of the lesser-known lights of 80s cartoons would begin, launching a stirring and super cool opening that promised break-neck adventure and wonder a-plenty. This sister show to the Thundercats is not as well-remembered as its more famous predecessor, and while the show itself is honestly not quite as good, it is still a fun and powerfully imaginative series that had a unique (if somewhat irrational) setting that was chock-full of the fantastic.
Set in the Galaxy of Limbo (the writers apparently had no idea what a “galaxy” was, but that was just the tip of the scientifically inaccurate iceberg) in a futuristic science fictional universe, the series followed the adventures of the titular Silverhawks, a team of bionic law officers with the somewhat confusing tagline, “partly metal, partly real,” as if metal isn’t actually real but merely a very hard and persistent figment of our collective imaginations. The Silverhawks are armed (literally) with experimental technology, allowing them to fly and providing them with many weapons and useful devices. The team comes to the aid of Commander Stargazer, a veteran space cop, when his old nemesis, the interplanetary mob boss, Mon*Star, escapes from prison and gets the old gang back together (literally, again).
The Silverhawks consist of Quicksilver, their hard-charging leader; Steelwill and Steelheart, a pair of super-strong twins and, interestingly, both the muscle and the brains of the group; Bluegrass, the country-singer turned pilot; and the young Copper Kid, a native of the “The Planet of the Mimes,” a rather strange and disturbing concept, if you think about it. Mimes are creepy enough when wandering the streets solitarily. What must an entire planet of their strange breed be like?
Nonetheless, the Kid was my favorite when I was a kid myself (I told you I was a sucker for such characters), and when I came back to the show as an adult, I was pleased to discover that he was not insufferable like many of the perspective characters of the era (he’s no Scott Tracker from M.A.S.K., thankfully; how many of us wished an unpleasant fate on that little punk, even way back when?). In general, the team isn’t as interesting or as well developed as the Thundercats, but they are still a good group of characters that are strongly archetypal, which has an appeal of its own.
The show itself is a fun romp, with lots of creativity and originality in its setting and characters, though it suffers from the 65-episode season syndrome of the rush for syndication that so many shows of the era endured. It shades into cartoony silliness more than some of its fellows, and the setting is rather strange in some of its trappings, like how everyone can apparently breathe in space…and can fall, subject to the gravity that is totally operative out in the void. Nonetheless, Silverhawks is still warmly remembered by many members of my generation, and it is well worth remembering. I loved it when I was a boy, and as an adult I have realized that it is something something of a hidden gem, forgotten by many but treasured for its uniqueness and energy by those who remembered it.
Quicksilver: Lieutenant Jonathan Quick, the straight-laced leader of the Silverhawks, has been compared to Cyclops of the X-Men, but I think that comparison is a little unfair to the man of metal. While in some (but not all!) incarnations, Cyclops is perceived to be so rigid and flat that he is painfully boring, Quicksilver actually has a bit of style and panache that make him more entertaining than his myopic forebearer. In terms of his abilities, he’s one of the most agile and, as the name suggests, fastest of the Silverhawks, and he is a natural leader. He also becomes the master of the team’s cybernetic hawk/weapons platform/scout, Tallyhawk, which is pretty cool by itself. In many ways, Quicksilver is the quintessential noble hero archetype. Like the rest of the Silverhawks, he doesn’t receive a lot of development (from what I remember, which is by no means comprehensive). I’d love to see this show revisited in a faithful and excellent update like the 2002 He-Man, which would give us a chance to see the cast fleshed-out and the promising possibilities of their personalities and backgrounds explored a bit more. This is actually one of the things I want to do in my mod, eventually.
Mon*Star: Rankin and Bass, the company behind Thundercats, Silverhawks, and the almost completely forgotten Tigersharks(and you thought Silverhawks was obscure–and yes, before you ask, they are on the list too), clearly had a formula that they were following. Take a team of heroes with an animal theme, a unique sci-fi setting, a cast of monstrous villains, and a nemesis with a growling, cackling voice who underwent an awesome transformation into a more powerful form, and there’s your show. Fulfilling that last role in Silverhawks is Mon*Star, who definitely shares a lot in common with Mumm-Ra (they are even voiced by the same fellow, the super-talented Earl Hammond).
Like his predecessor, Mon*Star is a powerful and mysterious figure with a dark and foreboding seat of power. He can transform into an uber-powerful monster in an even more startling and creepy sequence than the Thundercats foe, as his armored form literally rips out of his skin. It’s pretty darn striking. Yet, Mon*Star isn’t quite as competent and intimidating as Mumm-Ra, proving a bit more cowardly and rather less powerful, despite his awesome design. Nonetheless, he’s still a pretty cool villain, and the sight of this hulking, armored giant flying a sinister-looking space-squid and wielding a laser lance is the kind of pure awesome that only the 80s could deliver.
He-Man:I have the POW-ER! It’s hard to find a more primal and archetypal show that more successfully taps into the minds and emotions of young boys than the original He-Man and the Masters of the Universe (except perhaps Dino-Riders, which captures the dual primal loves of dinosaurs and lasers). This show channeled the nearly universal desire of boys for power, for meaning, and for an important purpose. It’s the classic hero’s journey splashed across the small screen and filling children’s toyboxes, all in vibrant colors and packed with the fantastic.
It’s a classic power fantasy, wearing its identity on its lack of sleeves, and revealing it in its catchphrase. “Power fantasy” is a phrase often used dismissively and derisively, but such fantasies are an ancient and noble part of our storytelling traditions. Just as boys admired and emulated He-Man, their ancestors admired and emulated Hercules, or King Arthur, or Gilgamesh. And He-Man was self-consciously the best kind of power fantasy, the moral power fantasy, teaching boys one of the most important lessons about being men: that merely possessing strength is not enough; you have to use it responsibly, which means using it to protect, to defend, and create justice.
The show’s message is ultimately a very necessary one: power exists to be used for others, not for yourself, and not for its own sake. They even baked these moral lessons into the show itself, with He-Man dropping by after each adventure to explain the lessons (sometimes rather stretched) that kids could learn from the episode in classic PSAs. Yes, these were cynically designed to offset fears about the commercialism and violence of the cartoon, but the lessons they taught were still valuable, and the kids who watched them could still be improved by them.
No wonder it came on like Gang Busters. The show itself can be pretty silly, and it definitely suffers from the era’s concerns about violence on cartoons. Nevertheless, it left a profound impact on an entire generation with its vibrant and unique character designs, its fantastical setting that combined fantasy and science fiction with wild abandon, and the wonder that packed each and every episode. Yet, for my part, though I loved the original when I was a boy, I’ve come to be a much bigger fan of the 2002 reboot, which was a loving and faithful update, preserving and deepening the mythos, while also improving the storytelling and characterization, and most of all, the action. To my mind, the 2002 version is to the original He-Man what Batman: The Animated Series is to all other versions of Batman, pretty much the ideal form. The reboot has come to supplant the original in my mind and imagination, so I’ll actually be basing much of my treatment of the setting and characters on that version.
He-Man: The quintessential 80s cartoon hero, this muscle-bound barbarian who is anything but barbarous (except for the early, pre-show comics), is a mighty warrior, possessed of an incredible power, but he is also a thoughtful and clever man. Combining brains and brawn, he defeats his foes by outwitting them as often as by overpowering them. He gets his power from magic within Castle Grayskull, where an enigmatic woman known as the Sorceress acts as his guide. The nature of the power and its origins varies a bit between incarnations, but it is always ancient and vast.
He-Man has many of the classic trappings of the superhero, including a milquetoast secret identity, Prince Adam, the heir to the crown of Eternia. The tension between poor Adam and his parents, as the heir apparent seemed more interested in goofing off than in learning to rule or protecting the kingdom, was one of the common sources of character conflict in pretty much all of the adaptations. He-Man is very much the Superman archetype, upright and noble, possessed of a strong and clear moral code, and wielding amazing power, but using it serve others rather than himself. He’s very much a wish-fulfillment character, yet, like Superman himself, a popular and worthwhile one despite (and sometimes because) of this.
Skeletor:If He-Man is the quintessential hero of 80s cartoons, Skeletor is unquestionably the quintessential villain. From his incredible skull-headed design, sinister and instantly recognizable, to his iconic cackling voice, provided originally by the incomparable Alan Oppenheimer (undoubtedly one of the best things about the original series), Skeletor is unforgettable and at once archetypal and utterly individual. Entertainingly, he has also become something of a meme in the modern day, embodying a spirit of snarkiness and absurdity. Even for the version from the original show, this current incarnation doesn’t feel like all that much of a stretch. He always seemed to be a step ahead of everyone around him, at least in terms of zingers, if not in terms of his plots. He had a contempt for his enemies and allies alike that still make him entertaining today. The same gleeful and superior evil-ness is a hallmark of every good version of the character.
In all of his incarnations, Skeletor is a powerful sorcerer, with incredible magical might and deep mystical knowledge. In the original show, he is an extradimensional demon, a former servant of Hordak who now attempts to conquer Eternia and capture the power of Grayskull. The 2002 version add some compelling depth to these mysterious origins, giving him an original identity as Keldor, as well as a reason for his rivalry with the Eternians and a special hatred for King Randor, He-Man’s father, as he defeated the former Keldor in the duel that led to his being horrifically disfigured, turning him into Skeletor. I like that added context and motivation.
G.I. Joe: Yo Joe! This classic military-themed cartoon introduced 80s kids to the perennial battle between the terrorist organization known as Cobra and G.I. Joe, “America’s daring, highly-trained special mission force,” whose purpose was “to defend human freedom.” Along with Transformers, G.I. JOE was perhaps the most shameless and transparent of the ’30 minute animated toy commercials’ of the 80s, routinely introducing new characters and vehicles, just to push new toys. And yet, it somehow rose above its origins, with an excellent voice cast and strong, colorful, well-realized, and instantly memorable characters. Part of the success of the Joes is owed to Larry Hama, the writer who authored the file cards and generated the basic personalities and identities of the incredible stable of characters. Another big helping of the credit goes to Ron Rudat, the fellow who designed the figures and the general look of the toyline and thus the cartoon.
The show itself was defined by those great designs, and by the amazing and iconic voice actors who brought them to life. Any child of the 80s can probably already hear the unforgettably weasely, snake-ish voice of Chris Latta’s Cobra Commander at the first mention of the cartoon, and he is far from the only one. In addition to great voice acting, the show was packed with exciting (though ultimately surprisingly safe) action, with lots of lasers and explosions, and an A-Team-esq lack of casualties. And, of course, like many of these cartoons, there was a classic moral or social message that accompanied the adventures in the now legendary PSAs. I remember learning several safety lessons that stick with me to this day from these. I still can’t reach for a light switch with wet fingers without being stopped short by the memory of a particular G.I. Joe PSA on that subject. After all, “knowing is half the battle.”
While I loved the cartoon as a kid, and I still enjoy it, especially the earliest and best episodes, I now think of the classic comics first when I think of the Joes. I discovered this Marvel-published series when I was in college and seeking to recover the loves of my childhood. To my astonishment and joy, this long-running comic, which went for 155 issues (and has even been revived and continued in the modern day), was amazing, telling surprisingly grounded, mature, but still exciting and heroic stories about soldiers doing hard but important work. It wasn’t all red and blue lasers and pilots bailing out of downed aircraft. Characters were wounded and even died, missions failed, and the troops found themselves betrayed by the powers that be from time to time.
The series was written by Larry Hama, who had served in Vietnam, and his experience and inside knowledge of the soldier’s life came through in the pages of the comic. Yet, despite that realism and maturity, the series avoided cynicism and the ugly grimness that might easily have overtaken it, which is something of a remarkable balancing act on Hama’s part. To me, this is the definitive version of G.I. Joe, though I will always have a soft spot for some of the more delightfully absurd elements of the cartoon, and some of the more endearing and bombastic personality traits of the main characters, especially those who didn’t feature heavily in the comics, like Shipwreck. My mod version will be something of a mix of both versions, with some of the visual and audio trappings of the cartoon but some of the sensibilities of the comic, and I’ll likely draw on the comic for the campaign.
Duke:Easily one of the most recognizable characters from G. I. Joe, Conrad S. Hauser, better known as Duke, is the tough-as-nails first sergeant of the Joe team. In the cartoon, he’s essentially the field commander, with Hawk being largely behind the scenes (and actually absent for the short first season). The Joe team’s classic man of action , Duke was brought to life by Michael Bell in the show, who gave him a strong, strident, and confident voice that captured his leadership and charisma. In many ways, he’s the main character of the cartoon, the all-American hero of the all-American team, the standard or default for the Joes, brave, capable, and dedicated. Interestingly, he and Scarlett, arguably the female lead, shared a certain romantic tension on the show, while any fan of the comics knows that Scarlett and Snake Eyes are each others’ one and only.
Snake Eyes:The ultimate man of mystery, silent, enigmatic, and unutterably awesome in pretty much every incarnation, Snake Eyes is just plain cool. Interestingly, the man in black started his existence as a cost-cutting measure in the toyline. Hasbro could afford to paint all of the figures somewhat or paint all but one of them with detail, leaving the last all black. The powers that be decided this was the lesser evil, and the silent saboteur was born, instantly becoming popular because he was so markedly different than all of the other uniform-looking characters. Out of that accidental awesomeness, Larry Hama spun an incredible character, weaving Snake Eyes throughout the G. I. Joe lore and turning him into one of the coolest characters of the 80s, or of any other decade.
Almost everything about Snake Eyes was a mystery, from his real name to his origin, and since he never spoke, the man himself was wrapped in a cloak of obscurity. It was eventually revealed that his silence was not just a ploy to appear cool. In the comics we learned that early on in his time with the Joe team, a mission went bad and left him horribly disfigured and unable to speak, thus the mask and his more-than-laconic nature. Eventually, an intriguing and compelling background was revealed in the comic. Now, what follows is the character’s history from that original series, so beware, here there be spoilers!
The comics eventually revealed that he was a Vietnam veteran whose family was killed by a drunk driver on the day he came home from his deployment. Lost and grieving, he was invited by his former comrade, Tommy Arashikage, better known as Storm Shadow, to join the family business, which was, of course, ninja-ing. Snake Eyes took to the rigorous training as if he was born to it, and when a Cobra assassin (later revealed to be Zartan) framed Storm Shadow for the murder of the ninja clan’s leader, a wedge was driven between the two friends, one that would set them at odds for years.
Snake Eyes and Storm Shadow went from brothers to nemeses, representing the coolest members of their respective teams and crystallizing the clash between G. I. Joe and Cobra in microcosm. There’s a lot more to the story, including Storm Shadow switching sides and being brainwashed so many times it almost became a running gag, but through it all, Snake Eyes remained a fascinating cypher, defined by his actions and by the reactions of those around him. The other North Star of his existence was his love for Scarlett, his teammate, which was sparked almost from their first meeting. They were often star-crossed, as he kept his distance because of his injuries and disfigurement, but she loved him for the man behind the cool mask. All of this made Snake Eyes one of the most compelling, as well as one of the coolest, characters in the comic series.
In the cartoon, Snake Eyes is even more of a cypher, as he receives none of the development of his comic counterpart and, in general, receives rather less screen time as well. He’s still a really interesting character, owing to the mystery of his portrayal, though the series doesn’t play up his ninja nature to the degree of the comics and, rather strangely, transfers his rivalry with Storm Shadow to Spirit for some reason. Nonetheless, he managed to make a big impact on many young imaginations through the cartoon, and I know I wasn’t the only one running around with goggles on, pretending I was Snake Eyes back in the 80s.
Cobra Commander: The hooded head honcho of Cobra is another incredibly iconic villain of the era. He might be the archetypal villain of Saturday morning cartoons: megalomaniacal, cowardly, possessing a funny and distinctive voice, intelligent but hubristic, and prone to causing his own defeat, all while blaming everyone else around him. Despite the fact that he tended to suffer from “villain decay” over the course of the show, he’s still an impressive and threatening figure at the start of the series, and many of his plans are actually quite clever and effective. And we can’t forget the fact that he just looks so cool and mysterious in his hood or helmet, where we never see his face.
Interestingly, the cartoon version, though exaggerated, is really not wildly dissimilar from his comic version. In the comics, his cowardice is less pronounced, but we see many of the same tendencies, though he is generally more competent and dangerous. Interestingly, we never learn much about his origins in the show (beyond the better-forgotten G. I. Joe movie). In the comics, we discover that he started some type of pyramid scheme, and when the government shut it down, he became a revolutionary, looking to create some type of libertarian paradise where “a man can work as hard as he wants and earn as much as he wants.” Out of that, grew Cobra, which, fittingly enough, seems to be largely about money and power in both incarnations.
Destro:James McCullen Destro XXIV is actually a Scottish lord, with an ancestral castle and everything. He’s also an arms dealer and inventor, in addition to being a brilliant military commander. He’s the whole villainous package, all wrapped up in a shiny steel mask. Destro is definitely one of the most interesting members of Cobra, with a cool and bizarre look that can’t help but make you ask questions (the mask is a family heirloom and the symbol of his house…just go with it). In the cartoon, in addition to having an amazing voice, provided by Maurice LaMarche, he was also interesting because, although he worked with Cobra, he was his own man, often pursuing his own agenda and operating on his own terms.
There was a competence and a cool to Destro that few of the other Cobras could match. This was actually similar to the comics, where these traits were even more pronounced. In fact, Destro would part ways with Cobra several times, operating on his own as an intriguing third party in the conflict. To make him even more of a fascinating character, the Destro of the comics had a strong sense of honor that complicated his interactions with the various factions, meaning he would sometimes aid the Joes and eventually became something of an anti-villain over the course of the series. He’s always been my favorite of the Cobras, even before I read the comics and discovered just how great of a character he is.
Transformers: They’re more than meets the eye! The original (for Americans, anyway) Robots in Disguise were a force of nature in the 80s, taking the toy, comic, and cartoon worlds by storm. There was (and apparently still is) just something about the anthropomorphic machines that resonated with audiences, especially kids, and a fascinating and compelling mythology and cast of characters grew out of the initial marketing blitz. Transformers became another show that transcended its cynical and pragmatic beginnings, though market-driven machinations would haunt the series throughout its run, including the ill-conceived treatment of the original G1 characters in the movie, which callously killed off almost every character in which kids had become invested. Nonetheless, the popularity of those characters, and of the cartoon that popularized them, continues to this day because the show managed to capture magic in these sentient machines.
Like G. I. Joe, Transformers had a large, colorful, diverse, and memorable cast of characters, all brought to life by a talented voice cast (in fact, largely the same cast as G. I. Joe, interestingly enough). This had a lot to do with the cartoon’s success, as the show combined archetypal power with strong personalities and designs that were so impactful that they codified their own tropes. In addition, the rich mythology born through the comics and the classic cartoon still influences the franchise today.
The basic story is usually the same, no matter what the incarnation, with a civil war breaking out among the sentient transforming robots of the planet Cybertron, a conflict between the heroic Autobots, who sought to protect the innocent and preserve freedom, and the vicious Decepticons, who were bent on conquest. That war spilled over onto Earth, when the two exhausted, energy-hungry groups crashed on our planet, eventually disguising themselves as terrestrial machines and continuing their conflict in more or less clandestine fashions. I loved the show and the toys as a kid, and the cartoon is one that still holds up pretty well, despite the usual decline in animation quality as it goes. The comic has its ardent adherents, and it definitely has its strengths. Still, I find that the cartoon will always be the definitive version for me. Interestingly, the comic, like many of its era, has both an American and British version, which diverge in continuity. I’ve read the American series, but I haven’t explored the British one yet, and I hear that it is the best of the two.
Optimus Prime:How could we talk about Transformers without talking about the greatest Autobot of all time, and one of the most iconic and beloved heroes of all 80s cartoons. Optimus was an amazing character, played with such depth and texture by Peter Cullen that his performance unquestionably became the definitive version of the character, something as perfect as that of Kevin Conroy on Batman: The Animated Series. With Cullen’s contributions, Optimus became an impressive combination of leader and mentor. He seemed to combine a number of excellent qualities in an unusual combination, like the wisdom of Yoda, the courage of Beowulf, the warmth of Mr. Rogers, and the leadership of Captain Kirk.
The origin of the voice that defined the character and came to embody so much nobility is fascinating. Cullen has told the story of how his older brother, Larry, gave him the advice that led to him creating this particular voice. Larry, who had been a marine and knew what it was like to serve and sacrifice, told him, “If you’re going to play a hero, be a real hero, not a Hollywood hero, trying to be tough […] Be strong enough to be gentle.” You can really hear the impact of that advice in his portrayal of the character, who does have a gentleness and a kindness that is unusual for the heroes of the era, and especially for a character literally made of metal.
Optimus himself is a powerful warrior, one of the strongest of the Autobots, and one of the few Transformers who can go toe-to-toe with Megatron, but his most definitive qualities aren’t his strength or his power. Instead, they are those softer qualities, like the selflessness and kindness that Cullen captured in his performance. Originally a mere archivist, essentially a librarian, Orion Pax, the Autobot who would become Optimus Prime, was a gentle soul, and like Prince Caspian from the Chronicles of Narnia, he did not covet power, which is one of the qualities that made him worthy when it was thrust upon him.
Megatron:If Optimus is the ideal heroic leader, Megatron is his villainous opposite, ruthless, cruel, cunning, and tremendously powerful. As silly as his alternate mode from G1 was in some ways, transforming into a literal gun was a pretty perfect metaphor for his nature, a dangerous and destructive device, without the humanity that defined Optimus. Megatron is one of the most intimidating and impressive villains of the era, and he is an effective and even inspiring leader, though a brutal one, often leading through fear as well as through more noble motivation. Megatron is the ultimate warrior, defined by his destructive crusade for domination.
In pretty much all of his incarnations, he is out to forge an empire, believing it is the destiny of the Transformers, as superior beings, to dominate the universe. The cartoon gives him a bit of background, but the comics and later versions expanded it, deepening the character in interesting ways. My favorite version of this was that of Dreamwave’s comics, which told us that Megatron was once a gladiator in underground blood (oil?) sports organized by the ruling elite of Cybertron. It was among the other gladiators, those with a hunger for conflict, for violence, and for conquest, that he began recruiting for his revolution. Those qualities went on to define the Decepticon cause.
Design Process
This was a very challenging set of characters to create, despite the fact that they are so familiar and well-known. In fact, their very fame was part of the challenge, as they will obviously be integral to the mod and, to some degree, the standard by which it will be judged. Most importantly, however, as I mentioned in the intro, creating this group of characters also meant creating the framework for each of these shows and their respective casts, thinking through what scale each setting should operate in and what types of powers and abilities would best represent the inhabitants of each universe.
I also discovered that, while I knew each of these characters better than the average bear, actually quantifying them into a Herofile required a deeper knowledge than I had off the top of my head. I found myself watching back through various shows, searching for write-ups and overview videos, and generally doing a surprising amount of research in order to ensure that I actually understood who they were and what they could do. (Note, many of the power names in the screenshots to follow are abbreviations, designed to avoid issues with FFEdit when I build them in.)
That was certainly true of Lion-O, whose design perhaps gave me the most trouble of this entire set. I knew the basics about him, and I understood the character himself. He bears the Sword of Omens, a powerful magical sword, and it allows him to summon and rally the other Thundercats. All well and good, clearly he needs a Rally power, and he should have strong melee skills…but what else, exactly, can this powerful artifact do? That was a difficult question to answer. I vaguely remembered the Thundercats symbol it summoned being able to affect foes in some fashion, but as I researched, I discovered it might actually be easier to list what the Sword and Eye can’t do.
So, I started rewatching the show and reading up on the artifacts. Eventually, I settled on a build of Lion-O that aims to capture his speed and agility in combat, giving him attributes like Acrobatic, and his role as the leader of the Thundercats with Field Commander. In terms of his powers, I gave him the usual range of melee attacks, powerful ones because of the Sword, and a whole host of other abilities. Of course there was the expected Rally, for which I created a custom FX, complete with a clip of Lion-O giving the classic “Thunder, Thunder, Thunder, Thundercats, Ho!”
But I also gave him a fairly powerful beam attack with good knockback, though it is relatively expensive to use, since he doesn’t employ this ability very often. He also got a strong but expensive cone attack, representing that ability of the Eye of Thundera to strike enemies. I gave him various other abilities, making him pretty flexible, but the clairvoyant abilities of the Sword gave me trouble on how to represent them. I gave Lion-O Danger Sense to reflect his ability to be warned about threats, but I also gave him a Genetic Damage ability, allowing him to “spot weaknesses” in foes, which seems about as close as I can get to this power of his artifact. In the end, I’m pretty happy with him, and I think he’s actually going to be a fun character to play given his diverse range of powers.
That brought me to Mumm-Ra. I focused on his “Everliving” form, his powered-up version, as that’s what will get the most attention in terms of gameplay, though I plan on adding his normal form as well. I knew I wanted him to be a real beast, a terror that it might take an entire team of Thundercats to take down, as he was a really powerful threat in the show. I ended up developing an approach for the sorcerers of the mod, trying to capture the vast array of abilities they’ve evinced in their respective shows, one that I’ve applied to both ‘ol mummy-puss and Skeletor.
The first part of this is, of course, the Spellcaster attribute, which allows players to create a wide range of effects without having to have powers built in for each and every type of ability the character might use. I also created a custom attribute, Master Sorcerer, which combined a ton of powerful attributes: Fire Control, Enhanced Senses, Guardian Physical, Summoner 2, Super Telekinetic, Puppet Master (both Urban and Natural), Group Teleporter, and a 50 FF Active defense. This set of attributes makes the sorcerers extremely dangerous in combat, and allows them to trouble a group of heroes, even if they can’t match them all physically.
In terms of his powers, I made Mumm-Ra a threat in melee with a range of strong melee attacks, as well as giving him several energy attacks to represent his spells. I gave him an Alteration and a Hex to represent his more utilitarian magic, in addition to the attributes. The end result is a really dangerous foe that is hard to pin down and is a threat to the entire hero team.
The Silverhawks proved a bit of a challenge as well. Although I have the series on DVD and watched through a piece of it a few years ago, I really couldn’t remember the specifics of the characters’ capabilities very well, so I popped the DVDs in again and started doing some enjoyable and diverting research (a really nice change of pace from grading papers during the semester!). I knew basically what the Silverhawks could do, fly, shoot lasers, and hold their own with cybernetic super strength, I found that my design of Quicksilver was pretty underdeveloped.
Fortunately, I got a few good ideas from the show (though I expect I’ll continue to tweak these guys as I re-watch more of the cartoon). As his name implies, Quicksilver is one of the fastest and most agile of the team. The end result is a fast, agile flier who has a range of strong energy attacks, as well as some quick melee strikes, including a powerful flying attack. He’s also got a smoke screen, allowing him to blind enemies around him, and a flying sprint. I also gave him a homing, chained attack to represent Tallyhawk, but I’m thinking I might experiment with making Tallyhawk an independent Sidekick character rather than a part of Quicksilver’s HF.
His nemesis, Mon*Star gave me trouble as well. I knew he was a big, strong tank of a guy (just look at him!), but what could he actually do? Fortunately, my research paid off again, and I discovered that his main ability, his “Light Star,” the weird, glowing eye that allowed him to project glowing stars of energy, had a variety of uses, from straight damage to mind control, to stasis. It’s definitely a bit of ‘power of plot,’ but this allowed me to build him as a juggernaut (not THAT Juggernaut) of destruction, who still had a variety toolbox with which to harras the heroes. His Light Star attacks are homing, meaning that the heroes will need all of their agility to avoid them. And, of course, with that massive armored frame, he is hard to hurt and hits like a freight train.
He-Man is up next, and in many ways he was the easiest character to create. The only real challenges involved tweaking his keyframes to give me the options I needed, creating custom FX, and trying to figure out just how strong and tough he should be. After all, this is a character that, according to some, is on par with Superman. I’m actually still afraid that my version is a little too weak, and I go back and forth on giving him some invulnerability, or at least Physical resistance, because he is darn hard to put down.
As it is, I’ve given him a build that is a real powerhouse, with great strength and durability, as well as the Superleaper attribute, allowing him to jump around like The Hulk. His powers are a whole range of melee abilities, giving him lots of options up close. After dithering quite a bit, I gave him an area attack representing calling down extra power from Grayskul. I was torn on this because it’s not really something we saw in either of the cartoons, though it makes a certain amount of sense in terms of the mythos and has shown up in the comics. I think it adds a useful extra dimension to what would otherwise be a very one dimensional HF. Of course, I also gave He-Man a 300 percenter to represent him supercharging, with an appropriate custom FX, complete with an “I HAVE THE POW-ER!” I’m pretty happy with the results.
Skeletor presented challenges similar to Mumm-Ra, of course, so his build ended up being quite similar. However, drawing on the 2002 series, I made most of his powers damage-focused, giving him less utility magic than Mumm-Ra, allowing his attributes to bear that burden. He’s got strong stats but he is outpowered physically by He-Man, who is much stronger. Yet, Skeletor has a shield he can rely on, and he can teleport away, staying out of reach. He’s range-focused, capturing that classic dichotomy. The end result is a powerful and challenging villain that, if his AI is up to the task, should prove a tough fight, even for He-Man.
Next up were the Joes and Cobras, who operated on a very different, much more mundane scale than all of these titans of power we’ve been exploring. Fortunately, I had actually done a ton of work on G. I. Joe in Freedom Force, years and years ago. In fact, most folks probably don’t know this, but the Joes were actually the subject of my first, rather disappointing, attempt at modding, way back in the day when I was still new to the community. I had a big, involved campaign planned (I’m still pretty happy with the plot I worked out, building on the classic comic), but this was in the days before EZScript, and I just couldn’t get a grasp on Python scripting. The project fizzled, but not before I had run around the community, getting requests from several creators and telling everyone I was going to make a mod. It wasn’t a great beginning to my time at FR, but I like to think that I’ve made up for that abortive start, a half dozen mods later.
Anyway, I eventually decided that FF was really not the best venue for the Joes, as they’d be much better served by a game like Jagged Alliance. After all, adapting them and differentiating them in FF is indeed a challenge, but I couldn’t make SMA and NOT include the Joes. Fortunately, while my efforts to script my ambitious story met with failure way back when, I had built HFs for a pretty massive collection of the Joes and Cobras, and I still had those on hand to give me a start on my designs for this mod. Of course, those HFs were built for FF1, and they were products of my earlier design philosophy, which was much less comprehensive. Nonetheless, at least I had a starting point.
Many of these characters are going to end up looking similar, and the challenge is going to be to give each of them something distinctive to represent both their personality and their armaments, where possible. For Duke, I focused on his leadership, giving him Field Commander for his inspirational impact on the Joes, as well as a Rally power (for which I still have to find a “Yo Joe!” sound clip). He’s got a submachine gun, so he has a range of projectile attacks with medium accuracy.
Snake Eyes, on the other hand, is a ninja, so he’s extremely agile and mobile, and he’s very dangerous in melee, getting both Blitzkrieg and Combat Skill (Master). He’s got a set of melee attacks with his sword, including several area attack options, and he’s got some projectile attacks with his Uzi. He’s also got an ability that was used several times in the comics, the “Arashikage Mind Set,” a mystical ability that allows him to clear the mind and the spirit of an ally, removing negative effects.
Cobra Commander is an interesting case, as he’s not particularly fierce in combat himself, but he’s all about boosting his forces and hamstringing the Joes. He’s got a rally, of course, but he also has a few direct abilities to represent his tactical and strategic genius. These give him the ability to Power Null a foe and to spot openings and weaknesses (Genetic Damage). He is naturally inspiring to his men, so he gets Coordinator, and he is never without a bodyguard, so he gets Private Army (of course). To make him effective and interesting, I’ve had to get a bit more abstract than I like, but I think it should still make for a good experience in the game.
Destro, on the other hand, was pretty easy to build as an interesting HF. The man is basically a walking arsenal. He himself is well armored, especially his head, thanks to his head gear, but he’s also generally a tough guy. He’s hard to stop and is made of material almost as stern as the steel of his mask. In addition to a powerful customized pistol, he carries powerful “gauntlet rockets,” miniature missiles that make him a one-man weapons platform. To capture all this, I gave him Grim Resolve, Armored, Disciplined, and Tough Guy, as well as Coordinator to represent his own leadership skills. He’s got some solid projectile attacks with his pistol, as well as a range of rocket attacks, allowing him to put out a lot of firepower. He should be a real danger to the Joes in a fight.
And that brings us to our last set of characters, the Transformers. Just like with the Joes, I actually had actually done some work on everyone’s favorite sentient automatons before I conceived of this project. I had long thought about creating a Transformers mod, and I actually laid a lot of the groundwork for it a few years back. I ran into difficult really capturing my vision for the setting, and I eventually gave up on it. I think the release of the Cybertron games made this feel less necessary as well, as they finally gave us a really great Transformers game, and one with a fair amount of G1 flavor. I never quite let go of the idea, nor the resources I had created, fortunately. I was delighted to discover that I already had the materials gathered, and most of the characters I’ll need built into the mod that I hadn’t ever finished. I just combined those files with my SMA mod, and bingo, instant starting point for the Transformers. So, much of the concept work I needed to do for the other settings, I had actually already done for these guys, which was a nice boost.
Optimus Prime, Megatron, and most of the G1 cast were already built, with powers and attributes already worked out for the most part. My initial plan was to have all of the Transformers have the Battery Powered attribute, since the search for energy was such an integral part of the mythos, but I’ve decided to nix that idea because having multiple characters with this attribute in a mission doesn’t seem to work well. I also went back and forth on whether or not to make all of the TF metal material, which would seem like a no-brainier. Unfortunately, metal in FF2 has a lot of weaknesses, including to energy and electricity, which isn’t really tenable, seeing as most of the TF’s weapons are energy. I’m still not entirely sure what I’m going to settle on, though I’m leaning toward concrete or stone and using an AI subtype to clarify them as metal for gameplay effects. I still need to do a bit more testing to see what’s going to work best.
In terms of the two Transformers I worked on in this batch, I intentionally designed Prime and Megatron as parallels to one another, asymmetrical, but balanced. Prime is tougher and stronger in melee, but Megatron has more energy and has one of the most powerful ranged attacks in the game (which makes perfect sense). They should be roughly evenly matched, though Megatron’s ability to fly gives him a bit of an advantage unless Prime can ground him. I’ve also given Prime’s vehicle mode heavier armor (as he’s more compacted) and the Inner Being attribute, allowing it to spawn an independently operating vehicle to capture “Rover” from the cartoon and toy. I’ve still got to find the right resources for Rover, but this allows Prime to rush to a position and put down a weapons platform of sorts. Of course, Prime will also have a Rally ability, though I haven’t got the FX for it yet. The end result should be fitting for the two characters and their respective rolls. Megatron is a pure powerhouse, a mobile weapon that can hit harder than almost anyone else. Prime will be more well-rounded, with the ability to inspire and buff his teammates, and hard to put down.
Aside from questions about materials, the main challenge I ran into with these two was actually the same issue that stopped my original attempt at a Transformers mod, and that was the limits of the keyframes. Valander did an amazing job creating the Transformers, producing a huge swath of the TF universe in wonderful detail and with loving accuracy, and he built them all with his own custom animations. However, those animations only have a couple of options for melee and ranged attacks, which don’t give you a lot of variety or specificity if you’re designing an entire universe of characters. And, because they’re all a unique class of mesh, it’s not like I can simply import new animations from male_basic or something. Detroune_me, who has made some really cool TF skopes already, is working on giving me some more options to play with, so here’s hoping that will work out.
Alright folks, that will do it for this dev diary! I hope y’all enjoyed this post, and as always, I’d love to hear from y’all with any feedback or ideas. As promised, my teaser trailer is below, showing off characters from all six shows in action together in a unprecedented 80s cartoon crossover!
Howdy folks, and welcome to this week’s developer’s diary entry for my new mod! I’ve been working on another diverse set of TMNT characters this week, and I’ve got a good deal to show off, with a little more still waiting in the wings. Every time I think I’ve reached the end of my Turtles list, I get the delightful surprise that even more characters have been created, so our cast continues to grow by leaps and bounds! This update features a wide variety of characters, mostly from the classic sources, but a few from more modern versions of the Turtles. And once again, I’m thrilled that several of this week’s additions have been on my wishlist for ages and ages! As usual, I’ll provide some background on the characters themselves and walk you through the design process for each of them. I’ve also got a new teaser video, which I’ll share at the bottom of this post!
Character Backgrounds
Wingnut: The bonkers bat-like alien with a tragic past is a chaotic but heroic high-flying member of the Mutanimals, and he is a life-long favorite of mine! I’ve loved Wingnut’s wonderfully weird look ever since I got his action figure, oh so many years ago, and he was near the very top of my Dream Team list. I really came to enjoy the character in his all-too-brief run with the Mighty Mutanimals, before they met their untimely fate. In the classic Archie comics, he was revealed to be the last survivor of a race of bat-like aliens from the world of Huanu in Dimension X (the name is a joke; say it aloud and think of bats).
It turned out that his people had actually been exterminated by Krang, which both explained Wingnut’s erratic behavior and made him a sympathetic figure, while massively upping Krang’s threat level at the same time. Wingnut was accompanied by another survivor of his world, a mosquito-like alien named Screwloose, and the two shared a symbiotic bond and a deep friendship. The characters proved fairly popular, appearing in pretty much all of the Turtles incarnations since then, but always in very different fashions. I was particularly disappointed with the IDW version, which took the idea of the partners’ symbiotic relationship to a creepy extreme, actually combining the two beings. Sadly, the classic version has never really come back, which makes me all the more delighted to have him in the mod!
Slash: This fierce, turtle-like alien turned unstable ally, with unmatched strength and a fiery temper, is a fan-favorite character who remains popular throughout the various TMNT incarnations. He’s another who showed up in the toyline, the cartoon, and has continued to reappear in each version of the Turtles. There are some constants across his incarnations, as he is always possessed by rage and is a whirlwind of violence and destruction. My favorite version is the classic anti-heroic Archie one, where he was an alien from a tropical world that had been devastated by deforestation (the Archie book was super environmental). Arriving on Earth, he worked with Krang and the villains for a time, but he was really just misunderstood, wanting little more than to be left alone, like the Hulk. He eventually came to be an ally of Mutanimals, and he actually met a tragic but heroic end avenging their deaths and saving the Earth in one of the series’ most memorable stories.
Mutagen Man: This grotesque mutant with exposed organs is a tragic figure, suddenly thrust into a world he never made and trying to hold on to his humanity in the face of an inhuman fate. Unquestionably, the most compelling version of this character is the rather heart-breaking IDW one, but the classic cartoon and toy version(s) are memorable and fun. It’s amazing how many of these characters stick in the zeitgeist despite very limited original exposure, returning again and again in Turtles media. For Mutagen Man, his story changes in the specifics, but he’s usually the victim of exposure to an unstable form of mutagen, which has the fairly horrific results you see in his portrait, rendering him little more than a collection of organs in a jar. Interestingly, the cartoon version had the power to temporarily alter his appearance because the mutagen remained active.
The Fugiotid: The brilliant scientist Professor Honeycutt was one of the greatest minds in his sector of space, but he became trapped in an advanced robot body, and, thanks to his knowledge of the “transmat” device, or teleportation technology, he also became a fugitive…or fugitoid, if you will. This memorable and lovable supporting character from the original Turtles comics has appeared in several incarnations, notably the 2003 series and the IDW books, but he’s remained surprisingly consistent in the different universes. That’s probably because his story is so simple yet so engaging. It just works, and works well. He even got a toy back in the day, despite never appearing in the classic cartoon, which really seems like a missed opportunity.
Alopex: The highly skilled mutant fox, trained as a ninja by the Foot Clan, eventually became an ally of the Turtles and a romantic partner for Raphael. Alopex was introduced in the IDW comics and quickly grew into a compelling and worthwhile character. Created and raised by the Shredder, she had an interesting and complicated relationship to the Turtles and their foes. Interestingly, she was clearly based on the Archie Comics character, Ninjara, who had a similar arc, from enemy to ally, and also was romantically linked to Raphael. They’re both humanoid foxes, though Ninjara was actually from a hidden race of fox folk, rather than a mutant. For her part, Alopex was used very well in the IDW run, and she makes a great addition to the Turtles mythos. While I don’t want to add all the characters from the IDW series into the mod, she’s one I’m glad to have.
Karai:The fierce, cunning warrior with a complex relationship with the Turtles, is often an ambiguous antagonist, trying to balance ambition and honor. She has also appeared across a variety of Turtle incarnations, but I think her treatment by IDW has been the best. She’s had a fascinating arc, both enemy and ally, and her descent into the dark has been moving and memorable. In all of her incarnations, she is a leader in the Foot Clan, often serving Shredder, willingly or unwillingly. Her IDW version is a descendant of the ancient Shredder and begins as his loyal follower, but she eventually grows into a complicated and dangerous antagonist chasing her own agenda. She makes a nice addition to the Turtles mythos, giving the Heroes in a Halfshell another human Foot opponent and a source of conflict within the enemy organization.
This was an interesting batch of characters to design. Several of them were pretty straightforward, but many of them required a fairly creative approach, either because of limitations in source materials or because they weren’t necessarily the most combat-focused of characters. I’m pretty happy with the end results, and I think they make a great addition to the roster of Turtles characters in the mod, as well as giving me some fun possibilities for campaigns.
Wingnut, despite being a character that I’ve been dreaming about getting into FF for years, proved surprisingly challenging. I had long thought about how I’d build him, but you never know exactly how a character will come together until you see the mesh and animations you’re dealing with. Fortunately, Deanjo2000’s amazing skope and skin gave me a lot of options. The trouble was, Wingnut didn’t really get a chance to do all that much in the Archie series, where I most knew him from. His go-to moves were throwing rocks, which felt a little anticlimactic for a giant anthropomorphic bat, and dive-bombing his foes. The dive-bombing works well with a flying melee attack to represent it, but I wanted for Wingnut to have a bit more variety and interest in his build.
I decided to design him as an intentional contrast to Ace Duck. Where Ace was fast and agile but fragile, while carrying a lot of hardware, an air-superiority fighter with duck wings and a bomb jacket, I thought of Wingnut as a gunship, heavier, slower, but tougher and stronger. It makes sense, too; with his metal wings, he probably wouldn’t be the fastest, but he would be able to take a beating. I also drew some inspiration from his toy, giving him a utility belt and some bombs and projectiles (bat-arangs!), which gives him some options in the air. Finally, it occurred to me that I hadn’t been thinking about his animal of origin, and I decided to give him a sonic attack, like a bat’s sonar, and I made it cone mental blank attack.
Slash was pretty straightforward. I knew exactly what I wanted from him, a heavier, stronger, slower, and crazier version of Raphael. He’s basically the most violent of the Turtles turned up to 11. So, I built Slash as an absolute melee monster, with a range of attacks, Grim Resolve, Claws, and other attributes to make him tougher. I even gave him a custom attribute so I could give him a little extra. Of course, he had to have Hot Tempered and Berzerker, which makes him a danger to pretty much anyone in a fight, friend or foe alike. And many of his attacks hit an arc, allowing him to rip through minions like a spike-covered blender of death. I also gave him a single knife throw, just to give him some option at range.
Mutagen Man proved the biggest challenge of the bunch. In most of his incarnations, we don’t really get to see him do much. However, I watched his classic cartoon episode looking for some inspiration, and that incredibly creative show came through in silly spades. In it, his mutation is unstable, as well as generally gross, so he can shape shift, and I thought, what if that constant shifting mutation could have some other effects as well? So, I built the metaphoric marvel with that as the premise. He has an interesting set of attributes, including Adaptive, so his resistances change to protect him against the last damage he took, and Disguise, allowing him to take on the appearance of another. The real center of his build, though, is Mutator, which means he develops random powers that change every few minutes. This makes him really wild and chaotic in game.
The Fugitoid presented his own challenge, mostly because he’s not exactly a fighter. Despite his tough robot body, he’s no warrior, and he’s often in need of protection. Thus, I build him as primarily a support character. He’s got a solid punch with his metal fist and a medium-range laser torch, but that’s about it for his offensive options. The rest of his powers are focused on support, whether it be supercharging an ally with an experimental power source, giving them unstable energy in the process, or outwitting a foe’s defenses and reversing their resistances. This makes him a useful character, even if he’s not the best in a straight fight.
The Former Foot fox, Alopex was pretty easy to build, in contrast. She is a fast and agile ninja, with lots of melee attacks that do good stun. She’s not all that tough, but she’s pretty hard to hit. I also gave her a few shuriken attacks for some ranged options and a smoke bomb to help her get in close. I think she’ll fit in well with the Turtles and work as a good ally for any of them.
Karai was pretty easy as well. I built her in a similar fashion, but with more balance. She has a bow for solid ranged attacks, including a few trick arrows that blind or explode. She also has Combat Skill (Expert), making her a real menace in melee, where she has a range of attacks with her swords. In addition, many of her attacks hit an arc, so she’s particularly dangerous against groups. She’s not as tough as Shredder, but she is more mobile and can do more damage at range.
I had a pretty clear-cut concept for Scumbug, but I ended up running out of steam and struggling to fully flesh-out his HF. He was on my Dream Team list, unusually, not because I have a strong attachment to him, but because I thought he’d make an interesting foe for the Turtles, and I think that has paid off. His basic build is straightforward, tough and hardy, with good physical resistances because of his exoskeleton, as well as Neutralize, given his poison-soaked origin, which protects him against the toxins he wields. He has a few solid melee powers, not fast but strong, and he has a poison gun, which allows him to spray toxins, doing acid damage. He’s also got a few chances to inflict acid burn, including a “bug bomb” grenade. The end result is a pretty dangerous foe for the Turtles, one that is hard to hurt and can dish out some solid damage.
And that wraps up this behind-the-scenes feature, with a new set of characters ready to be added to the roster! I hope y’all enjoyed this post, and as always, I’d love to hear from y’all with any feedback or ideas. You can check out one of my tests with all of these characters in the video here below, as well as a peak at a new map featuring the Technodrome! Look for more developer’s diaries coming soon!
Howdy folks, and welcome to another developer’s diary entry for my new mod! This last week, I’ve been hard at work on another set of characters to flesh out the Turtles universe in the mod, and we have some really interesting additions this time, including several more from my Dream Team feature. Amazingly, there’s not many of the characters I wished to see in FF left out! I haven’t counted yet, but I’m pretty sure I’ve already got more TMNT characters in the mod than any other game in the history of the franchise. And there’s more to come!
Today’s update focuses on a set of Turtles allies and some classic Turtles villains. This is a less thematic bunch than our previous additions, but a fun variety of characters. I’ll provide some background on the characters themselves, walk you through the design process for each of them, provide a little extra information on what goes into getting a character ready for FF, and finally share a new teaser video featuring these guys.
Character Backgrounds
Metalhead: The robotic Turtle with a heart of steel and a mind of circuitry, he has shown up in multiple different TMNT settings, from the toyline, to the classic cartoon, to the modern comics. Sometimes he’s built by the villains, and sometimes he’s a pet project of Donatello. Many fans remember him from a few appearances in the original cartoon, as well as his Playmates figure, of course. The IDW comics gave him a very memorable and engaging treatment in a story arc that had Don actually get trapped in his own robotic creation, which brings rather a new meaning to the whole “does machines” thing. In every incarnation, Metalhead is a formidable walking weapons platform and often endearingly loyal to the Turtles. I always liked the character, and he’s another one from my Dream Team list!
Rex-1: This robot policeman dedicated to serving and protecting, comes from a beloved episode of the cartoon. The classic series can be a bit hit and miss after the first few seasons, but Rex-1’s debut is one of those that holds up well, being a fun, funny, and clever romp in the best style of the series. Rex himself is something of a kindler, gentler Robocop, without the *ahem* explosive origin. He’s an experimental prototype of a new police robot, designed to help the city combat the growing threats of the day. When April, in pursuit of a story as usual, accidentally activates him, Rex imprints upon her, like a baby chick, if chicks were 1,000 pounds of metal fighting machine. Shredder is after the prototype as well, in order to create his own robotic army, and Rex, with a few modifications by Donatello, helps the Turtles stop his plot.
Muckman: This former garbageman (actually a pair of garbagemen, as he has a little sidekick given the rather unlikely, though fitting, sobriquet, “Joey Eyeball”!) is one of the more unfortunate stories of mutation in the TMNT franchise. In the classic cartoon and toyline, where he made his debut, Muckman is a sanitation worker who is accidentally exposed to an unstable form of mutagen. Unfortunately for him, he wasn’t hanging out with a radical bobcat or anything cool. Instead, he was deeply ensconced in the city’s trash, and he became a rather disgusting mutant combination of muck and man in the finest tradition of the 80s/90s gross-out culture. He had a cool figure with a great, detailed, and disgusting design, though it’s one I never had. He’s gone on to have a surprisingly active life in other editions of the franchise for a fairly minor character, showing up in the 2012 show and other comics.
Usagi Yojimbo (Miyamoto Usagi): The fearless samurai rabbit is not actually a mutant, but instead hails from another dimension inhabited by anthropomorphic animals in a medieval Japanese-style setting. He’s actually the star of a different comic series by Stan Sakai, which is a lot of fun. I’ve always really enjoyed his occasional crossovers with the Turtles, and I actually have a mission planned that will throw him into the mix with the Green Machine. He’s yet another from my Dream Team list!
His tales are essentially a somewhat whimsical take on the classic samurai adventure genre, probably best known from Akira Kurosawa’s films. The character himself is based on the legendary historical samurai swordsman, Miyamoto Musashi, and follows the path of Musashi and of many of Kurosawa’s protagonists, wandering the countryside as a ronin and perfecting his martial skills.
Groundchuck and Dirtbag: The dead-eye mutant bull marksman with massive strength and the sneaky, subterranean mutant mole with a mighty knack for mining are a pair of animalistic antagonists that joined the Turtles toyline and made an appearance in the classic cartoon. The bovine bully, Groundchuck, has a really cool design that evinces that “radical 80s” aesthetic that made the Playmates line so amazing. Interestingly, Dirtbag’s toy sets him up as a particular nemesis for Splinter, given his digging abilities. In the cartoon, he and his perfidious partner were accidentally mutated by Shredder and joined his forces, but they quickly revealed they had minds of their own. These characters were another set from my Dream Team feature, and I really didn’t think there was much chance of their being made because they’re much lesser known than many of the others from that wishlist.
General Traag, Lieutenant Granitor, and the Rock Soldiers: Krang’s faithful elite officers command his legion of rock soldiers from Dimension X. They were recurring antagonists from the cartoon show and have shown up in a few different incarnations in other versions of the franchise. However, I’ll always remember them from the original cartoon, where they were initially rather intimidating and challenging villains for the Turtles to face. The rock soldiers themselves had a really cool look, simple but memorable. Things always seemed series, like the threat had upgraded, when these troops took the field in the old show.
Design Process
Creating these characters presented a number of challenges, especially in terms of balance. Since many of these mutants and monsters feature tough material types, it made it difficult to balance their natural armor with my designs for the Turtles and their major allies. After all, when you’re dealing with rock-hard skin, the Turtles’ normal piercing and crushing damage is not going to cut it–literally. But many of these characters also had pretty unique and interesting gimmicks that lent themselves quite well to realization in FF. All of them had shown up in the classic cartoon, so I had some good material to draw on in terms of their Herofiles.
We’ll start with the titanium turtle. Despite the fact that the imported mesh we’ve got is a very nice looking take on the IDW version, I wanted to base mine a bit more on the toy and cartoon versions. Either way, I knew I wanted Metalhead to be the walking arsenal he was in the cartoon and his other incarnations, and I rewatched the original episode to remind myself of just which gadgets he should have. I settled on a couple of attacks from an onboard laser, a rocket fist attack that does good knockback, and a steel cable to capture foes, as well as a range of melee attacks. He’s strong and tough, especially with metal material type, but he’s slow and not very agile, the definition of a tank. I went back and forth on whether to give him “Weak Minded,” because he tends to get mind-controlled or reprogrammed so often. I decided against it, as this would open him up to too many attacks that wouldn’t really make thematic sense. The end result of his design is that Metalhead is a dangerous force, both at range and up close, but he can be out-manuevered by more agile characters, which seems about right.
Rex-1 followed a similar mold, although he’s not as tough and a bit more agile, something of a light tank, I suppose. My challenge with him was that he didn’t really get a chance to do all that much in his episode, so I didn’t have a ton of examples of his capabilities. I gave him a standard set of laser projectile attacks, as well as a suite of melee attacks, making him an all-around threat as well. Because Deanjo2000 made a skin for Shredder’s evil versions as well, I was able to include them too, weaker versions of Rex with similar powers.
Muckman was a really interesting one. In his cartoon appearance, he hurls corrosive slime and is generally rather disgusting, but he also has the unusual ability to weaken mutants who get close to him because of the strange strain of mutagen that permeates his body. That gave me a few ideas, and I ended up making a range-based character with multiple acid-based attacks, including some chances to inflict acid burn. His design is reminiscent of Swamp Thing, and since he’s essentially a sentient and ambulatory pile of garbage, it makes sense that he’d be rather hard to hurt. So, I gave him plastic material type and Fast Healing. He’s also got the ability to drain energy from enemies around him, as he did in the show. Finally, and I’m still not entirely sure if I want to keep this, I gave him a mutagen ray that temporarily mutates enemies into frogs. It makes him a really unique character in a fight, and I have to say it is fun, though it doesn’t exactly fit the logic of the universe.
Usagi Yojimbo was very easy in one sense, as I just copied Leonardo’s HF and modified it, but at the same time, he presented a challenge in differentiating his build from that of the lead Turtle. I’ve had an approach to him in mind for years, but I faced keyframe limitations, as is often the case. In the end, I settled on making him slower but tougher than Leo, which makes sense for a samurai and a ninja. I also gave him some higher damage attacks and a 300-Percenter, so he can boost his damage for a big swing. Finally, to give him at least some option at range, I gave him a medium-range sword throw that does good damage, though it is also expensive to use.
In terms of the villains, Groundchuck and Dirtbag were both a lot of fun to design. I didn’t know much about them before I started working on them, so I actually did a fair amount of research, watching their episode and looking over their action figures. The process, like much of this little project, was a pleasant dose of nostalgia. Since Groundchuck is supposed to be a dead-shot (though not quite a Deadshot), I drew on his figure to give him a set of highly accurate ranged attacks with a wrist dart-thrower, including stun and explosive attacks. Since he’s a big, beefy mutant monster, I also gave him a suite of strong melee attacks, including a Speeding Bullet charge. At range, he’s about accuracy and precision. In melee, he’s about damage and knockback.
And that makes him a fun contrast to his partner, Dirtbag. Since his whole schtick is digging, complete with shovel and mining helmet among his equipment, the one thing I was sure about was that I wanted him to have Tunnel Travel, allowing him to dig in and move underground from one side of the map to another. This allows him to get out of trouble and relocate when he starts taking fire. Given their respective animals of origin, it made sense to me that Groundchuck would be a good deal stronger than Dirtbag, the tank to DB’s support. I wasn’t sure exactly how to capture that with the menacing mole-man, until I came across his appearances in some of the classic video games, in which his helmet lamp released some different ray attacks. Considering their equipment came from Krang’s Dimension X stores, this made a certain amount of sense to me, so I ended up giving Dirtbag a set of beam attacks, from blinding light to irradiating blasts, and even a cone attack for crowds.
In many ways this duplicitous duo was meant as a new version of Bebop and Rocksteady, and I kept that in mind with my design. While Bebop and Rocksteady are all raw power, lots of strength, with no subtly (loveably so), Groundchuck and Dirtbag are a bit of a contrast. Individually, they aren’t as powerful, but together they make a great team, and I even gave them Symbiote, so they energize each other when they are close, to capitalize on their partnership.
Finally, I built the rock soldiers and their commanding officers, and these guys gave me fits. While I had to tweak pretty much all of my initial builds because they were too strong and wrecked the balance of the mod, these rocky renegades were the worst offenders. Their stony skin meant that they were, just by default, very hard for the Turtles to take, not to mention the strength that you’d naturally imagine they’d have. I had to keep reminding myself that the rock soldiers were meant to be minions, even if more elite minions than the Foot soldiers, and so I revised them several times to make them weaker and more balanced. Finally, I settled on a build that is slow and a bit strong, but their main survivability comes from their stone material type. They have a solid melee attack and some ranged fire power, and their hardiness makes them a real challenge for the Turtles which will require some careful tactics to overcome in any numbers.
Traag and Granitor I built as more powerful versions of the rank and file. Traag is this short, squat powerhouse of a dude, so I made him stronger and tougher, while the taller and thinner Granitor made sense as the faster and more agile of the pair. More being the keyword there, as they’re still giant walking piles of rocks. Traag has more firepower, including a grenade, and Grantior has more accuracy. I’d like to give him one more ability, but I don’t have any good ideas at the moment.
And that’s this week’s cast of new characters! They really flesh out the Turtles’ roster, with some neat and unusual additions, giving me good options for stories and giving layers fun choices in the Rumble Room!
The Thousand Little Details
In addition to the design process for these characters, I thought it might be interesting and useful for some of my audience if I talked a bit about all of the other work I do to bring these characters to life. There are a thousand and one little tweaks and fixes that I often find myself undertaking in order to get a character right. This is part of the reason that it is so important for a modder to be a jack of all trades. I’ll often find myself doing little jobs with animations, meshes, skins, FX, or sounds. I’ve had to teach myself a lot about those various areas, though I’m still a novice in pretty much all of them.
But if I have a little tweak that needs to be made, a minor adjustment there or a small shift here, I can’t go begging around the community for someone to help me with each and every change to an art asset or a sound resource. Doing so would exhaust the good will of the community and, as small as we are these days, pretty quickly run through everyone’s free time to boot. So, instead, I do a lot of incidental work in these various areas. Here’s a glimpse of some of the little stuff I did while working on these characters this week. Think of it as a crash course in the smaller facets of modding.
Adding Animations:
The art assets for most of these characters came from the skinner supreme, Deanjo, who is doing an amazing job in bringing the colorful cast of the Turtles to life. However, as a modder, I often find myself looking for different things in my resources than the skinners or skopers who design them. They put their creations together to capture the look and the feel of a character, and when I go to actually create a herofile, I often find that I need animations or options that I don’t have, things that only a detail-crazed modder would think about. This is especially true in my design process after Marvel Adventures, where I started aiming to create fully-realized characters and really aimed to fill their herofiles with powers and abilities where possible.
The answer to this problem is often to add in new animations from compatible keyframes. For example, I knew that I really wanted Dirtbag to have good digging animations so his Tunnel Travel power would look right, but his skope, although gorgeous, didn’t have such keys. The first thing I did was try to figure out what type of mesh it is, as that determines what types of keys will work. If you’ve got a readme, that will often tell you exactly what you want to know (“Takes male_basic keys”), but if not, you’ll have to do some detective work. If you examine the skin files, they can give you useful clues.
In this case, Dirtbag had “male_heavy” textures in his skin folder, so that was probably what he was built off of. Next up, I needed to find a male_heavy mesh that had the keys I wanted, and I really couldn’t think of any off the top of my head. Fortunately, the FR community came to the rescue. I posted a question on the forums, and Cranlox let me know that the Armadillo mesh had the keys I needed. After that, it’s a pretty simple matter.
You can do a quick and easy test of compatibility to renaming the original keys of your mesh, then dropping a copy of the new keys into the folder. Open up CTool and see if they work. If they do, congratulations, they’re compatible! Note, sometimes, you’ll see some keys will show up and some won’t. As skopes get more complex, sometimes there are fancy things going on in skope builds, combining otherwise incompatible keys. That’s far beyond my knowledge, but as long as an animation shows up and works in CTool, it should work if you add it to your keys. Doing this is quite easy. Just open both sets of keys in CTool, find the animations you want, right click and select block/copy branch. Then paste branch in your original keys. Rename the animations as you like and to avoid repetition (which can make things funky), and you’re good to go!
Note: If your character has an animated weapon or item, like a gun they can draw and put away, adding in animations from a mesh that doesn’t have the same kind of thing can occasionally cause issues. The animations will usually work, but they can cause little glitches. Take Mondo Geck’s mesh for an example: he has a skateboard that moves between his hands, his back, and under his feet, depending on the animation. But, I added new melee animations that lack the component telling the mesh where to put the board. Fortunately, in his case, this resulted in the board sitting on the ground, which looked okay, but this quirk can have some odd effects, so beware.
Tweaking Animations:
Even when I don’t need new animations, I often find myself a little limited by the layout of the animations for a mesh. Fortunately, with Nifskope this is another easy fix. Let’s say I have a new skope that has all the melee animations combined into a few different options, so there is a ton of cool-looking variety as the character fights. Well, while that looks awesome, I like to be a bit more precise in my character design, and I also need more options to work with. So, I can take the several animations combined into, say, melee_3 and its alternatives, melee_3_a, b, etc, and split them up by renaming them. Or, I can even copy individual animations and rename them so I can have the best of both worlds. You can also use Nifskope to add or remove contacts to an animation, which is really handy when you need more firepower for a character or when you need a single shot and all of their animations are multi-shots. This is a great way to really customize a character. I ended up using this approach for most of the characters I built in this batch.
Tweaking FX:
Another area where there’s often need for customization is FX. We have a lot of options for FX these days, given all the resources that have been produced over the years. The latest version of EZFX by itself adds a ton of great stuff, and with Nifskope, we can make modifications or even create new FX very easily. Even with all the choices we have, I often find myself wanting something just a little different to really capture a character. Perhaps I like the core (the main part of the FX) for this attack, but the end (the FX played when it hits) isn’t quite right. In that case, I can just copy and rename the FX folder, drop in a new end.nif from a different FX, and copy and rename the entry in FFEdit (don’t forget to change the datapath!). You can swap any part of an FX out, and it will work just fine. I did this to give Muckman an appropriate “muck grenade” explosive projectile attack. There wasn’t really anything that seemed to fit the idea in my FX folder, so I took a Green Lantern “green fireball” FX, which had a nice, grungy-looking green core.nif, and I switched the energy-looking explosion of the end.nif with a slimier looking alternative from.
You can also change the textures the actual nif itself uses with Nifskope, which gives you tons of options. Another common issue I face is that I’ll have the right FX, but it will be emitting from the wrong spot. That’s another easy fix. I just open up FFEdit and change where the FX originates. I did this with a Dazzler FX for a blinding attack for Dirtbag in this build, moving its origin from right hand to head.
Tweaking Sound:
When you start messing about with FX, it’s easy to overlook the other half of that equation, the sounds that accompany them. You don’t want your newly created slime attack to sound like fire, or worse, to be completely silent, right? This is an important detail for immersion and completion, but it’s one that is easy to overlook. It’s one of the areas in which I’ve often been weakest in my mods, and I’m trying to be more careful in this one. While EZFX has mostly assigned sounds to each FX, you’ll occasionally find one that slipped through the cracks, and of course, any time you create a new FX, even if it is just a modified copy of an existing one, you’ll need to create new sound entries in FFEdit.
Fortunately, this is also quite easy to do. The sounds an FX produces are controlled from FFedit’s Sound tab, as you might imagine. Scroll down the list and you’ll find entries that start with fx, fx_FXNAME, with a number after it, 1-3. The number tells the game which part of the FX the particular sound accompanies, beginning, middle, or end. You can add your own new sounds for FX, as I did for Tarzan’s yell and The Shadow’s laugh in my Pulp Adventures mod, but most of the time it is easier to simply repurpose an existing sound. You just copy the sound you want (feel free to mix and match), and rename it to fx_YOURFXNAME_#. You don’t have to have sound effects for each part. Completing this step makes my characters feel a bit more “finished” and well-polished in the game.
Creating Portraits:
The creators usually include portraits (often really nicely chosen ones) with their work, but you’ll occasionally run across a skin without one. Additionally, you might just want to customize your version. For my part, I like to try to create a more unified aesthetic for my mods with the use of portraits, often trying to choose images with a similar art style or with iconic elements. For the Ninja Turtles characters I’ve been working on, I wanted to capture the aesthetic of the classic show and cartoon, so I’ve been creating custom portraits for my of them. You can actually see the images I chose in the background section above, mostly drawn from the art on the original action figure packages, which had a really cool style.
This is another tweak that is super easy to make. You just have to find the image you want and then crop it and size it to some multiple of 64 x 128. The game will only read it if it is in dimensions on that proportion. However, larger images will work, as long as they maintain that proportion. I’ve started using higher resolution images, 128 x 256, so that they look better in cutscenes. After you’ve got the image sized, just pop it into an image editor or convertor and export it as a DDS file. You can do TGA, of course, but DDS will avoid various texture issues with FF2.
Alright folks, that’s everything for today! I hope that this post was useful and interesting. As always, don’t hesitate to ask questions or make suggestions. I’d love to hear recommendations for balance or ideas about what other characters you’d like to see included. And, if you’d like to see these characters in action, check them out in the teaser video below!
Howdy folks! Well, we went for years in silence, and now suddenly two posts in one week? Is it the End Times? No–But I’ve got a fever, and the only cure is more modding! I spent my weekend working on lining up more resources for my new project, Saturday Morning Adventures, and building my next set of characters. As I hinted at in my last developer’s diary, these are more TMNT characters who I wrote about in my Dream Team posts years ago and who I never really thought I’d see in FF, or anywhere else for that matter! I’m delighted that, not only have these mutant heroes been created, but that they look fantastic in game. So, to celebrate, I thought I’d put together another developer’s diary to trace how I built (part of) another one of my favorite sets of TMNT characters, The Mighty Mutanimals!
Background on The Mighty Mutanimals
This rag-tag collection of anthropomorphic animals debuted in the beloved Archie Comics Ninja Turtles book, TMNT Adventures, which spun out of the classic TV show, though it very quickly forged its own path. Over the course of its run, it evolved into a surprisingly sophisticated and well-made series that grew up with its readers and tackled fairly heavy themes, like death, environmentalism, and more. In fact, when I was a boy, it was this series that taught me comics could actually be meaningful. In those action-packed pages, the creators introduced a host of new mutant (or mutant-like) characters, and they eventually combined them into a new team, The Mighty Mutanimals, composed of Man Ray (Ray Filet), a mutant manta ray, Mondo Gecko, as you might imagine, a mutant gecko, Leatherhead, a mutant alligator, Wingnut and Screwloose, bat and mosquito-like aliens, Dreadmon, a Tazmanian devil mutant of magical origins, and Jagwar, the strangest of the bunch, who was the son of a native jaguar god and a human woman. Yeah, the Archie comic got sort of weird.
The team were more traditionally superheroic than the Turtles. Many of the members actually had superpowers, at least of a sort. Whether it be Dreadmon’s super speed, Wingnut’s flight, or Leatherhead’s strength, they were a formidable bunch. That, coupled with their disparate origins, made them something of the Turtleverse’s version of the Avengers to the Turtle’s Bat Family (at the risk of mixing my comic metaphors). The Mutanimals were actually spun off into their own comic for a far too brief run, and there were expectations that they would also hold down their own spin-off cartoon to capitalize on Turtlemania. Sadly, this wasn’t meant to be, and in a move that was either a brilliant gambit to ensure they were remembered or a cynical and petty act of spite, their creators, Ryan Brown and Steven Murphy, decided to kill the whole team off in an incredibly unceremonious fashion when they realized that the show wasn’t happening.
Despite, or perhaps because of, their ignominious deaths, these characters became cemented into the imaginations and hearts of a generation of young Turtles fans, and you will still meet folks today who were scarred and/or inspired by those comics. The popularity of the Mutanimals has also been significantly aided by the fact that several of them (Mondo, Ray, Leatherhead, and Wingnut and Screwloose) also got introduced into the amazing Playmates toyline of the era. All of them other than Ray would also show up in the classic cartoon. Thus, if you walk up to most any guy in his late 30s or early 40s these days and show him a picture of one of these characters, there’s a decent chance he’d recognize it.
All of this makes it all the more surprising that most of these characters have never really shown up anywhere else, at least in their original incarnations. Most of them have been reinvented in other shows or comics, but their original versions langusih, loved but not restored. By now, y’all may get the pattern. Remember, I love underdogs, and even more, I love to retell stories that I found lacking or disappointing. As a boy, I couldn’t believe these beloved characters were killed off so meaninglessly, and I have always wanted to give them a better story. Well, now I finally have the chance.
One of my goals for the mod is to do at least a short campaign featuring the Mutanimals, and I’m pretty close to being able to pull it off. To accomplish this, though, I had to build the characters for which I had the art assets: Ray, Mondo, and Leatherhead. I added Ace Duck, another awesome action figure (brought to really delightful life in the IDW series) into the mix, as I always thought he’d fit well with the team. Unlike the Punk Frogs, I actually had a fair amount of information to work with for these guys, as each of them had shown up in several comic issues and had an action figure, all of which gave me a good sense of powers, personality…and punny ability names! And these are all characters that have taken up an inordinately large share of space in my imagination. I have most of their figures sitting on my bookshelf, where they provide a touch of whimsy to lighten my days.
Design Process
So, I had some good ideas about how I wanted these guys to work. I talked about my approach to Leatherhead in my last post, so you can check that out if you’re curious. For this batch, I started with Ray Filet, the Man Ray, who is my favorite of the bunch. I suppose its’ the Coastal boy in me, but I loved aquatic heroes, and I always thought Ray had a really cool look. I also liked the leadership role he played in the comics. He’s one of the heavy hitters of the Mutanimals team, along with Leatherhead, and he is clearly meant to be something of an Aquaman pastiche in the Archie series. Thus, I borrowed some beats from my Aquaman design. I made Ray fairly strong and tough, with a wood material type to provide him some extra durability, but also a vulnerability to heat attacks. His powers are mostly melee-based, with a set of strong attacks that do solid knockback, but I gave him a few other options reflecting his aquatic nature and his role as the de facto leader of the team. He’s got a rally (I don’t have FX for it yet, but I might be able to put something together), and an area sonar attack that causes confusion. Inspired by his figure, I also gave him his wonderfully silly “throwing starfish,” though I’m still working on the FX for them.
Next up, Mondo Gecko, whose figure was one of my favorites as a kid. Back then, he seemed the epitome of cool, and even today, if you don’t find a skateboarding lizard at least a little awesome, then you’ve let the world beat too much of the imagination out of you. Now, Mondo presented a bit more of a challenge, as he is not as combat-focused as most of his teammates. I wanted him to be useful in a fight, but I also wanted him to be interesting and to fill a different role than his teammates. I had to balance those concerns with being fairly faithful to his portrayal. I settled on making him the king of mobility. He’s not a straight speedster like Dreadmon, but he’s very fast on his board and can get all over the field. As a gecko, he’s also quite agile and hard to hit. Since he isn’t the strongest or toughest, it made sense that he’d be about hit-and-run tactics, so I gave his attacks high stun, and he’s got a few neat options using his sticky tongue. He can trap an opponent or even steal their weapon, inflicting power null. Since he’s a lizard, I thought it was fair to give him Fast Healing as well, helping to make up for his low health.
Finally, we had Ace Duck, who was another beloved toy from my childhood. I was always disappointed that he didn’t really have a life outside of the toyline. His appearance in the IDW series was one of the highlights of that run for me, and I have to say, I’m both shocked and delighted to see that he’s showing up in the wonderfully nostalgic and fun new TMNT Saturday Morning Adventures (I named mine first, for the record!). As much fun as those comic appearances are, my love for this character definitely began with the toy, as it was just too cool, with its depiction of the flight jacket-wearing winged hero. I actually based most of his build on his figure, other than a flamboyant, fighter-pilot-esq flavor that I got from the IDW series. He’s a flying character who is fragile and weak on the ground but who can dominate the skies. He’s made for dogfighting, with aerial maneuverability, as well as a nice flying melee attack that does good damage and knockback. He’s armed with a pistol and a variety of “egg” grenades that cause different effects, from stun to explosive damage, and he can even lay traps with proximity “eggs.”
They work well together as a team, with Leatherhead and Man Ray providing the muscle and Ace and Mondo providing crowd control and surgical strikes. I think players are really going to enjoy them! And, while y’all will have to wait a while to get your hands on the mod, you can see this quirky quartet in action thanks to my latest SMA teaser!
Howdy folks! I’ve got a little surprise for everyone, a teaser video for my new project, as well as some behind-the-scenes info for those who are curious. As promised, after I got my Pulp Adventures mod update in the can (it’s being tested now by some of our awesome community members), I got to work on my new big project, which I talked bout in my last post: Saturday Morning Adventures! The plan, for those of y’all coming in late, is to create a massive sandbox mod, featuring the characters and settings of my favorite classic cartoons, like TMNT, Transformers, G.I. JOE, Thundercats, Silverhawks, and He-Man. I’ve got lots of plans, but we’ll see how far I can get on them this summer, before the semester and its craziness starts up again.
Well, my first order of business is to start building in all of the Turtles universe characters that I have had on my wishlist for ages and which have been created in the years (let’s not mention how many) since I finished the first volume of my TMNT mod. One of the amazing things I’ve discovered as I sat down to plan this new mod is that a huge amount of the art assets I needed and thought impossible have been made in the last few years by our awesome community.
At the top of the list were some of my favorite TMNT characters of all time, fan favorites from the original cartoon, The Punk Frogs, who were created for me by our dear, departed friend, Daglob. How fitting that I start with them, some of his last creations for the community. And even better, I can pair them with another of his gifts, a magnificent Leatherhead skin and skope. I’ve had missions outlined for all of these guys for ages, and they’ve been at the top of my TMNT wishlist since before I started working on the original mod. In fact, I did a series of posts about the TMNT universe characters I’d love to see in FF years and years ago, and coming in at the top of that list were…you guessed it, everybody’s favorite amphibians, the Punk Frogs! I still can’t believe that I actually have the resources to bring all of these characters to life (and so much more than I can’t wait to show y’all)!
But doing so, as always, takes a lot of thought and research, especially because the Punk Frogs, despite being fan-favorites, only appeared a few times in the classic cartoon, and until very recently, never appeared anywhere else in their classic incarnation. The Frogs were really cool characters with a ton of potential, but they have really never been fleshed out. As is often the case for me, it was the promise of the concept more than the actual stories that fascinated me as a kid and inspired me as an adult. (I guess I just have a thing for underdogs.) So, my first step was to build on the sketch we got of these characters in the cartoon. We never really see that much of the Frogs’ individual personalities, so I imagined them as rough analogs for the Turtles, filling similar archetypes, as they were clearly meant to be a parallel team for the original Green Machine.
Attila is the leader, so I imagined him similar to Leonardo, with a balanced build and some team-buffing abilities. Genghis is the Raphael of the group, filling the “Lancer” role, though much more laid back, so I built him as the heavy-hitter, with lots of options for dealing damage. Napoleon Bonafrog, my favorite for name alone, is the Donatello of the group, so I gave him more tactical options to control the flow of battle, which makes sense for a guy with a whip. And last, but not least, Rasputin the Mad Frog, who has the most entertaining name of the bunch, is modeled on Mikey. I went back and forth on whether to steer into or against his name, and in my initial build, he was the Raphael analog. However, the Frogs are just a very chill group overall, and it didn’t make sense for him to really be all that “mad,” in whatever sense. So, I settled on his name being an ironic coincidence, and his being the most chill and happy-go-lucky of the bunch. Then I built him as an amphibious Green Arrow of sorts, with various arrows that make him a useful utility player and damage dealer.
With their personalities settled upon, I have a handle on them when it comes to writing their missions, and I was able to add some individuality to their builds, even beyond their weapons. Together, they make a pretty interesting and fun team, and they should give both the Turtles and their foes a good run for their money in the game.
Leatherhead was both easier and more difficult. From the beginning, I knew I wanted to incorporate elements of the toy, especially his shotgun, because that old action figure is so iconic. I also had a good idea of his personality from the classic Archie TMNT comics and the Mighty Mutanimals. However, I was torn between his cartoon representation, as a straight villain, and his sympathetic, heroic portrayal in the comics. I ended up going my usual route and creating a version that combined what I saw as the best of all worlds. He’s a massive mutant powerhouse, but he’s got a variety of abilities drawn from his various incarnations. My plans for him in the mod will feature what I hope will be an interesting arc that will appeal to fans of both those classic incarnations.
And with all five characters built, it was time to throw them into the Rumble Room and see how they performed. You can see one of the tests below, which shows off several of the different characters’ abilities. (If you notice Napoleon flying, that’s because he’s got the ability to swing around using his whip, and that’s functioning a bit oddly at the moment.)
Gameplay footage of the Punk Frogs in action against Leatherhead
Alright folks, that’s it for tonight! Stay tuned for more developer’s diaries and more teasers. Next up? Well, I’ll give y’all a hint: the next characters are also from my Dream Team wishlist!
Howdy, folks! Has it really been three years since I posted here? Yikes!
Yes, I’m still alive–or perhaps I’m alive again, at least in terms of Freedom Force modding. It’s been an insane few years for the Greys, with a great many challenges and a great many blessings. Without boring everyone (or anyone who still happens to be following this blog) with my life story, the short version is we faced some significant disappointments, but they were followed by massive, trying, but extremely rewarding changes. After years of searching, I found a full-time teaching position as a professor of literature, which led to us uprooting the lives we’d been building for a decade and moving across the country. My new position has been incredible, and I have loved pretty much every minute of it. Yet, there have been quite a few minutes, and it has proven to be a lot more demanding than I expected.
I didn’t realize how much more full my life would be with a full-time position, and I find myself making up for lost time, investing in students, starting new programs, building new classes, publishing, and doing all kinds of fun things. We also bought a 150-year-old house and have been busy renovating it. There are endless projects, both work and home related. The cost of all of that, though, and the desire to do my new job as well as I can, is that it eats up pretty much all of my spare time. Getting started at a new institution, designing new classes, and often having to balance multiple preps has led to a really intense workload here in these first few years, with pretty much each semester being composed of 80-hour weeks. This semester, with only three preps and only one new class, was easier, but that still translated into around 50-60 hours a week, ha! The work is amazing, the students are fantastic, and my career is finally taking off, but I’m afraid this has left me with little time for FF…or sleeping!
Fortunately, for the first time in years, my summer is actually a little lighter. I’m not moving, searching for jobs, hustling for work, traveling for months at a time, or doing any of the other thousand things that have filled my summers for the last several years. I do have a major professional project I’m working on, as I’ve been asked to revise my dissertation for publication, but I still actually have at least some time to spend on my hobbies, which has brought me back to FF at long last. I have grand plans, and although I don’t know how far I’ll get, I intend to work on my Saturday Morning Adventures mod, creating a giant combo mod featuring all of the greatest stars and settings of classic 80s cartoons, including, (at least) the Ninja Turtles (with the Mighty Mutanimals), the Thundercats, the Silverhawks, He-Man, Transformers, and G.I. JOE. Believe it or not, I actually have most of the resources I need for this, thanks to the amazing work of the FF community, especially Deanjo2000, RandomDays, Style, and several others, including our dearly departed friend, Daglob.
Before I dive into that mod, though, I’m doing a quick update of my Pulp Adventures mod. A fan recently pointed out a few texture issues, and while I was poking around inside the mod, I started thinking about what else needed fixing, including several recurring complaints that I never got around to addressing. In my efforts, I managed to sort out everything that I’ve run into, with one galling exception, and it’s a problem that has been plaguing me and other modders for ages. This leads me to the second subject of this post, a brief developer’s journal, so I can share a really simple and effective fix I figured out for an annoying issue.
Pulp Adventures Developer’s Journal
If you’ve ever downloaded the amazing FF1 Mappack for FF2 that the inimitable GogglesPizano created years ago (and if you haven’t, you’re missing out on a tremendous and rich set of resources for your FF gaming!), then chances are you’ve run into this issue, and even if you haven’t downloaded the Mappack, if you’ve played Pulp Adventures, unfortunately, you’ve run into it there. You see, there’s this weird and, as far as I know, entirely inexplicable issue with some of the FF1 maps, especially the city maps, where they will have strange pathing issues with certain areas. For example, there are several of the city maps that have what are apparently invisible lines that characters simply will not walk across at a particular spot of the street or a particular alley. Instead, characters will run all the way around a city block or do any other number of fool things, rather than cross that invisible line. I have no idea what causes it, and thus, I had no idea how to fix it.
This is a particular issue for PA because, given my luck, I had happened to design several of my missions with encounters that sent the players into fights that would have them walk right across those lines. Thus, players had the frustrating experience of ordering the Shadow to go punch bad guys, only for him to head off on a tour of the city rather than cleaning a thug’s clock. This was particularly frustrating for an encounter involving a bomb and a ticking clock. After poking around the map’s .nif files and finding nothing that seemed to explain the issue (not that I’d necessarily know it if I found it), I gave up and just decided to redesign the maps, putting buildings over the invisible lines and moving things around. It was an awkward, unsatisfying solution, but it was all I had.
Until I started thinking about the map experiments I was doing with the DCUG mod, in particular, the Aquaman campaign issue with the oil rig. I had endless pathing problems with that particular nightmare until I just copied pieces of the flat terrain of the map and pasted them onto the top of the oil rig, after which everything worked like a charm. I realized that I could do the same thing with problem spots on the maps I was using in PA. And lo and behold, it worked! So, here’s how you can very easily fix these weird little glitches with pathing in FF1 maps.
Let’s take FF1 mission #14, the university, as an example. This is one of my favorite maps, as it has a cool and rather unique aesthetic to it, different from many of the city maps, and I’ve used it in several of my mods. However, there’s this spot, right in the center, where there’s one of those freaking invisible lines.
Right at the cool little plaza in front of the library building, there’s this weird spot where characters simply will not cross over from the sidewalk to the brick area. Instead, they’ll run way out of the way. For the pulp mission set here, that means they’re getting shot to pieces by the bad guys parked on that plaza. So, to fix it, I opened the map nif itself, going to my art/library/area_speciff1/city/terrain folder and looking for the mission file. Note, I only have that particular directory because I have installed the Mappack (or one of my mods that uses it). Then, I opened another map with nice, big, flat terrain pieces. Any such map will do, but I chose one of the MP blank maps. You’ll find those in Art/Library/terrain.
On my replacement map, I just selected one of the terrain pieces (any will do, as they’re all the same), and right click / copy branch. Then, I came back to my mission map, selected the trouble spot, and looked at the data tree to find the node that the spot was connected to. In the image below, you can see the “42NiNode,” the parent that has the various map pieces that include the spot I’m concerned with.
Next, I just pasted my piece from my other map to that parent node, not to the map piece in question. This connects my new piece to the structure of the map as a whole and makes sure it actually shows up where I put it, rather than displaying in some funky way I don’t expect. Now, this will show up flush with the rest of the terrain on the map, which won’t necessarily do us any good. However, as I discovered working on my Aquaman map, if you put one terrain piece ABOVE another piece, the higher one gets priority and becomes “the floor.” Thus, it’s a simple matter of right-clicking on the “Editable Mesh” entry for your new piece, selecting “Transform,” and raising the piece just one increment above the rest. Then, you can simply flag it as hidden, because the game doesn’t have to be able to “see” it to interact with a terrain piece. Viola! Now, my characters can cross that invisible line without batting an eye, and my missions can work as designed!
I had already posted this piece, but I find that I need to add one final note, as I just remembered that I skipped a step that is important if you’re performing this fix for a mod (it may also be necessary for general use; I’m not sure). You see, the maps get their layout info and their basic setup (buildings, cars, etc) from their level layout, level.txt. I always include these in my mods, just to have them on hand, even though the game doesn’t necessarily need them after the mission is built. Because missions get populated from these files, including the map nif itself, in order for the game to start using your altered nif, you may need to update the level layout entry for the map in FFEdit.
Now, there’s a weird little mystery surrounding this entry in the FFEdit mission tab. If you open up your mission and look at what it says there for “Level Layout,” chances are it will point to a directory you don’t have and, in fact, have never had. As best as I can figure, this reflects the directory from the last time the map was populated from the level layout file, and you don’t need to mess with it unless you’re messing with that file, like when you change the map nif, change datapaths, or do other kinds of monkey business. For this fix, we’ve obviously changed the map nif, and what’s more, we need to make sure the game is looking in the mod folder for the new one. Fortunately, this is very easy to do, though it comes with a set of possible complications.
Before we can get this thing pointed at our newly fixed map nif, we’d better check on that level layout file, make sure it’s okay. You see, if it’s from an FF1 map, we might need to update its datapaths to the setup we’ve got for FF2. So, head to your level layout directory (I put them in Art/level layout in my mods), find the right map folder, then open the level.txt. If you’re not sure which map is the right one, you can find this by reading the current info in the Level Layout box in FFEdit. In the file, you’ll find a bunch of entries telling the game what should go on the map, starting with the map nif itself at the top. If you’ve got an FF1 map whose level.txt hasn’t been updated, you’ll find that the datapaths tell the game to look in the area_specific folder for all of its assets. That’s a problem, because the Mappack put all of the FF1 assets in area_speciff1 to simplify things. Fortunately, this is a super easy fix. Just use the Replace function to change all the area_specific entries to area_speciff1.
Here’s where we find one more wrinkle, though. If you’ve already edited your map, loading in the level layout from the level.txt will overwrite all the changes you made to the layout objects, like the buildings and such (the stuff that you have to check the “layout” button to change in FFEdit. You can selectively edit the level.txt to remove anything that might screw up your map, if you can remember what you’ve done. I definitely ended up having to recreate some of my changes because I wasn’t sure what I had changed, but it was worth the trouble to fix the pathing issue. Anyway, if you’ve sorted that out, all you’ve got to do is go back to FFEdit and click that “Import” button next to the Level Layout box, travel to the proper directory, find the right map, then select the level.txt in its folder. The map will re-populate, using the correct nif, and you’re all good.
Howdy folks, and welcome to another DCUG Developer’s Diary. I’m writing at a sad time, as today the Freedom Force community is mourning the loss of one of the very best of us, my good friend Daglob, who recently lost his long battle with cancer. I hope to be able to write him a fitting tribute sometime soon, but I’m not really up to it at the moment. Yet, he would want the show to go on, and I think he’d appreciate being celebrated with the creation of more FF content, as our community was very important to him. In any case, please know that this project, and all of my projects from now on, will be dedicated to our fallen friends, Cyber Burn and Daglob, Mike and Bill, two good, generous men who I was privileged to know and call friends. I know that’s a heavy note on which to start talking about a video game, but I hope you’ll forgive me being a bit personal and sentimental and will also join me in praying for their families and friends who are missing them today.
In terms of the mod, I’ve got some some cool things to share with y’all today, so let’s chat about some of our absent friends’ favorite subjects: heroes, daring deeds, and Freedom Force, the game that delivers the best of both.
It has been a productive few weeks, though not as productive as I’d have liked. I’ve finished the next two Aquaman missions, both of which gave me more than a little trouble. In fact, the second one gave me such fits and frustrated me so much that I took a few days off and played Crusader Kings II, so I could be frustrated by a different game! Still, I managed to solve the problems…eventually! I’ll tell y’all all about the process, as well as finally talking a bit about my Green Lantern re-work and possible campaign.
Part 1: Rigging for Trouble
This stage of the project began, as did my troubles, with me returning to my old nemesis…the oil rig map! If you’ve been following this feature, you may remember me talking about this blasted map a few posts ago. I had gotten a hold of an object that would serve as my oil platform, thanks to Daglob (who was always willing to help out), but I couldn’t figure out how to make the object work as terrain in the game. I added a set of these objects directly to the map .nif, and they showed up just fine….but characters would fall right through them to the “floor” of the map! I tried approximately a zillion different fixes, and I finally settled on adding super-sized versions of the pier object from the first game to the map, and hiding them right below the surface of the “rig.” This actually worked, though it created some slight pathing issues. So, problem solved, right?
Well, not so fast! When I started actually trying to decorate the map for the mission that I’d had planned for ages and ages, I made an unpleasant discovery: while the pier sections kept my characters from falling through the oil rig, they made the map an absolute pain to work on! You see, in the map editor, you select an object whenever you click on it, even if you can’t see it. So, every time I tried to move a prop or worse, arrange a marker, I’d have to be excruciatingly careful, lest I accidentally yank my ‘subfloor’ pieces out of position, and then I’d have to try to line them back up and sink them back below the surface of the rig, which is a difficult process to do accurately. To make matters worse, somewhere along the line, this “subfloor” system stopped working! I have no idea why this happened, but it might have had something to do with there being other objects on top of it and the combination “confusing” the game’s engine.
Finally, I got fed up and decided to try to find another solution. Once again, I tried a zillion different ideas before finally landing on something that is so obvious, I can’t believe it took me this long to come up with it! The map already has pieces that the game recognizes as “floors,” right? So, why not just copy those onto the rig’s surface? It’s a nice, simple, square shape, and the “floor” pieces of the map are squares as well, so that should work. And since we’re not trying to keep the space under the rig playable in this mission, the two-story problem isn’t really an issue. So, I started copying the actual pieces of the flat map terrain and pasting them into the scene root. Then I maneuvered them up onto the surface of the rig, and once I had the whole thing covered, I dropped them just below the top, rendering the rig itself as navigable terrain as far as the game was concerned! The concept was sound, and it worked like a charm…mostly.
As I was working on this, I re-discovered a quirk of Nifskope that I had previously encountered but forgotten. When you look at the interface, you can see multiple entries for a given mesh piece, usually a top level name and a sub category called “Editable Mesh.” You can manipulate the piece using both entries, but if you don’t use the “Editable Mesh” bit, the results can be weird. When using the top level, I’ve had edits work fine, but I’ve also had them not show up at all or display strangely. In this case, I forgot to use the “Editable Mesh” entry for my edits, and I built the whole map…only for the pieces to show up all out of position because of this eccentricity. So, when I went back and started over again, manipulating the pieces from the proper entry, everything worked fine, and voila, I had a workable map that wouldn’t drive me crazy in the editing!
Now I just had to decorate it, which is not my favorite part of the process because I’m just not that visually creative. And I’m still not 100% happy with the results. However, the community once again chipped in to help me out, and while I was struggling against a lack of proper art assets for what I wanted, RandomDays found me a nice oil derrick object and a helipad, which he imported for me. I think they add a lot to the random conglomeration of game objects I had been using as my decor. After the decoration was finished, I had a map, and all I needed was a script!
Drilling for Danger
The scripting of this mission had a few bumps, but it wasn’t too bad. I wasn’t trying anything too terribly fancy, as the story was fairly simple and straight-forward. This mission saw our finally finished oil rig besieged by fire trolls (with gorgeous new skins by AA and Deanjo2000), and our heroes having to fight them off while also looking for an explanation for their attack. I decided to go for simple and reliable in my mission design, just using basic encounter types, like Save Civilian and Examine, but I mixed this up a bit by simply having some of the encounters overlap. The heroes will be fighting a set of villains and saving civilians in one location, but there is also a clue for them to examine there, spawned by a different encounter. This allowed me to play around with the order of progression, so that defeating the enemies might trigger more bad guys spawning, but the story wouldn’t actually progress until you had found certain clues. My biggest obstacle turned out to be just space and blocking on the map. Even though I made the rig pretty big, taking up most of the space of the map itself, there still just wasn’t that much room to spread things out, but after working with the layout a bit, I think I managed to end up with a mission that didn’t feel too cramped or overwhelming (though I suppose that’s for the testers to say, when we get there!).
A minor obstacle I encountered was trouble with some of my props. I’m having the Aquatic Aces, who are weak to fire, fight a bunch of monsters who are all about fire, and since I’m not a sadist, I wanted to help my players out with this rather difficult situation. So, I added the ability for the players to turn on a “fire suppression system”, which consisted of cold-ray firing turrets that spawned around the map to help you out. That is all built on a simple encounter system that I’ve been using for years, but I ran into an unexpected problem: namely, the nice, tech-looking control panel object from the Freedom Fortress that I wanted to be the controls for the system didn’t spawn in the mission.
Instead, the medlab bed did, which looked quite odd! I had encountered another of those strange eccentricities of Freedom Force, where a single object template sometimes stands in for a whole host of objects. I assume this was done to simplify matters in game design, lumping a bunch of objects together that were different visually, but identical in terms of gameplay. The same is true of many of the building objects. They will have a single template entry, and then in their directory, a number of different meshes. This allows you to use whichever you want in map design, as you can pick the one you want when you go to its entry in the visual editor itself, but it also means that you can’t specify which one you want through scripting or in the editor menus. Fortunately, this is a simple issue to fix, as you can just copy the template entry and point it to the specific one you want. And with that issue solved, I had a completed mission that brought Aquaman back to the surface for a bit of derring-do and an encounter with some old foes from his very first issue! I’ve had the idea for this mission ever since I saw the JLU episode “Ultimatum,” where a similar scene plays out in the opening act. I always thought that would make a great set-piece for an Aquaman campaign, and although it hasn’t turned out exactly as I’d like, I’m reasonably happy with it.
Part 2: The Big Easy, DC Universe Edition
I had always planned for mission #6 to take place in New Venice, one of those classic DC Universe ersatz-urban centers, like Gotham or Metropolis, a fictional town that had shown up in Aquaman adventures over the years. In the comics, at least the early ones, this was a normal American coastal town that had been flooded, turning it into a New World version of the Italian tourist mecca (a change accepted by its populace with an ease and equanimity only possible in fiction). I had originally toyed with actually creating a whole new map, replacing the street texture of a city map with water and things like that.
However, I realized that, while that would probably look reasonably good, and I could even add boats and swimming civilians to complete the illusion, it would, ultimately, be just that, an illusion. While I could make such a map look okay, it wouldn’t really work properly in terms of gameplay. There was no way for me to have the streets be playable space in depth, as canals should be, and there was also no way for me to properly switch Aquaman from swimming to walking as he moved between different parts of the environment. It would have been a really cool setting if I could have made it work, but it just wasn’t meant to be. So, instead, I decided to use an existing map that had a coastal theme, the Liberty Bay map, which had a big sea-wall and dock.
But there was one problem. When I went to write the mission, I remembered that I had already used that map for Coast City in my JLA campaign! Oh no! So, back to the drawing board again. I started thinking about what type of city a “New Venice” might be. If Metropolis was like New York, what would kind of real-world city would make sense as a setting for Aquaman? I finally settled on using a location from my old stomping grounds, the Gulf Coast, and I decided to model New Venice on New Orleans. The name even works! What if the early settlers in Louisiana were Italian and not French?
Well, now I had a concept, but what I didn’t have was a map. So, looking to save myself time and effort, as I always am in mapping, I looked through Alex’s indispensable FF Atlas to try to find an existing map to use as a base. I settled on one of the Berlin maps, which had a nice multi-level elevation, which is admittedly, very unlike the pancake-flat Gulf Coast, but which gave me the idea to create a partially-flooded map, which I thought would look pretty cool. That gave me a base, and the European-style architecture could work okay for a New Orleans pastiche, if not perfectly, but the dark, grim map didn’t really capture the bright and colorful setting of the Big Easy, so I set to work on tweaking it.
First, I edited the actual terrain nif, changing the dark Berlin grass for the brighter, tropical-style grass from the Cuban maps, and making a few other changes. Then I removed all of the German signage and added some more Southern-style street decor. But that still didn’t do the trick. So, I sought out some help to create some New Orleans-inspired textures for the Berlin buildings. I didn’t want to try to gather up all the textures for the map in a custom directory, so I created new building objects and pointed them to copies of the buildings that I skoped to use new textures. Super Powered Yank came to my rescue again by creating those textures, but he also went above and beyond, volunteering to make some DC-centric signage to replace all of the German propaganda, and he came up with a whole set of general and character-specific signs and billboards that added a ton of atmosphere to this map and to the mod as a whole!
The new, colorful buildings and signs helped a lot, but I was looking through the game assets, trying to find something that I could use to supplement the Berlin buildings, something closer to the classic French-inspired architecture of New Orleans, and I came across some of the houses from the Cuban maps, which had these nice little balconies with iron railings. They were very distressed and looked super beat up, but with Tomato’s help, I got a more respectable looking version, used the “Hue and Saturation” tool in GIMP to create a few different colorful versions, and I finally had the makings of an interesting looking city that could work as my New Venice!
Uncooperative Urban Renewal
For my finishing touches, I added a big water object to the lowest level of the map, adding it directly to the terrain nif so that the cursor wouldn’t react to it in-game, and then I decorated and set the map up for use. Then I just had to write the mission and get it working. I had a pretty straightforward plan. I wanted my big monster, Chemo, to move through the city destroying buildings. That should be simple, right? Wrong. This mission drove me nuts! I thought I had it all figured out from the beginning when I realized that the brilliant creator of EZScript, M25, was even more brilliant than I had realized; he had designed the object-centered encounters to work with more than just one object. So, I just used a “Guard Object” encounter and specified a range of buildings that I set to spawn throughout the city. I made sure they were positioned where I wanted by actually placing them on the map, then converting the buildings to markers and naming them for the encounter, “no_object1, no_obect2,” etc. I thought I was good to go, but when I tested the mission, Chemo smashed the first set of buildings which were all next to where he started, but then he just stood around, drained of all motivation and direction. It turns out that he was too far away from his second objective, and a LOT of experimentation with different setups just couldn’t solve that problem.
So, I had what I thought was a clever idea. I’ll just break the encounter into sections. I’ll spawn placeholder buildings with a CS at the beginning of the mission, and then as each encounter ends, I’ll fade the camera, destroy the next building, and teleport Chemo. Then, as the next encounter starts, it will spawn the building into the right space, and its Alert CS will unfade the camera. That should have worked fine, right? Well, I thought so too, but boy I was wrong! It turns out that the “destroy” command just doesn’t work on buildings, no matter what you do. I’m guessing it’s because buildings are designed to collapse in stages, the only objects like that in the game. So, was I out of luck? Was I going to have to radically redesign the mission I’d already written, settle for something much smaller-scale? I wasn’t sure, and this is when I walked away for a few days.
But, a couple of days later, I had an idea that just might work. I thought, if it’s the fact that these are building objects that is giving me fits, why not simply copy them and make them into Generic object types for my placeholders? I tried it, and everything worked like a charm! Finally, Chemo could smash his way through the city to his heart’s content, moving the action nicely through the map and ensuring that he doesn’t just get stuck in one spot. I have to admit, I’m fairly pleased with myself for figuring this out. Poor Lady Grey had to listen to me talk through the plan as I was working it out, and I imagine she’s even happier than I am that I’m done with this mission!
Part 3: Let’s Ride!
So, in addition to my two new missions, I also had some base scenes to create, and while there wasn’t nearly as much backstory, world-building, and exposition to get through in this section, I wanted to do a little something to keep developing our Aquatic Aces and their environs. I just used one of CK’s excellent underwater maps for my setting, but I was able to do something a little special with it too. There’s a visual I’ve wanted in my Aquaman campaign for years, one associated with the classic version of the character, and I was pretty sure I was never going to be able to do it. Yet, thanks to RandomDays and Tomato, this little dream is coming true, which is just plain neat. Now, keep in mind, these images are still an alpha version, still needing skoping and only having placeholder skins.
You see, for decades, a common visual for Aquaman and the Aqua-Family was them riding through the seas on giant seahorses. It’s a charming and fun presentation of the character and his fantastical setting. The old 60s Aquaman cartoon, which is very much a product of its time, but which I love despite its silliness and poor animation, helped to cement this in the zeitgeist as a visual commonplace for the Sea King. Obviously, this presents all kinds of problems for FF, but RandomDays managed to import a really nice, fanatasy-themed seahorse mount, and Tomato is at work creating some great skins for the specific sea-steeds of the members of the Aqua-Family. This is a minor detail, something that won’t add to gameplay, as I don’t have access to proper animations to make these versions playable, but it’s a wonderful and atmospheric addition to the Aquaman campaign.
Part 4: In Brightest Day
One of my big goals for DCUG 2.0 is to expand the roster and add in a lot of characters that I didn’t get to before, but just as important is an updating and reworking of my existing cast. I was working on the latter when I started reworking my existing Green Lanterns to make them more unique and interesting, and that spilled over into me adding in a ton of new Lanterns, including a lot of the classic alien Lanterns, each customized and having unique builds in several key ways! While the Lanterns all had similar power sets, because they are all using the same equipment, I figured the way they used that equipment would be different, both in terms of tactics and in terms of imagery. So, while every Lantern had some basic powers, they also had at least one unique power, and even their similar powers often had unique visuals, as they would use different images for their constructs. This led me to dive down the rabbit hole of FX, and Cyber Burn came to my rescue several times throughout this process, my good right arm, as always.
One of the touches that I was most pleased with was giving each and every Lantern a distinct weapon they could summon with their ring, drawn from a weapon pack that Cyber had imported and ‘Lantern-ized’ for me. Hal, who strikes me as a baseball fan, summons a baseball bat, while Guy, who is more rough and tumble, gets a spiked club. Kilowog gets his trademark hammer, and so-on. It adds a bit more personality to characters that would otherwise be pretty similar in game.
I also gave every Lantern the ability to summon custom constructs as minions. Hal summons jets, John Stewart summons Marines, and Kyle Rayner summons giant robots, while my alien GLs each get their own thematic summons as well! This took me scouring the archives for suitable meshes and having Cyber, Daglob, and others whip me up some green versions of their skins, and I even made a few myself as I began to haltingly explore some of the tools in GIMP. Interestingly, the lessons I learned while working on this part of the project months and months ago would eventually help me in my mapping work for the Aquaman campaign.
Alright folks, that does it for today’s post. I hope that y’all found this intersting and useful. We’re heading out of town for a week and change on our usual summer trip to see family, but I’ll be back home and back to work on the DCUG soon. In my next post I’ll talk a bit more about how the Green Lantern campaign got started, as well as about the troubles that may spell its end! I’m also going to try to finish the final map and mission of the JLA/JSA crossover, so stay tuned!
Do you love superheroes? Comics? So do we in the FF community. Come join us and be part of creating something fantastic!
Howdy! I’m Benton Grey, the chief modder, writer, scripter, and everything else for Greylands Games, dedicated to making mods for the greatest superhero game of all time, Freedom Force. I’ve been creating highly rated mods for FF for years, and with the help of the community, I’ve produced a lot of fun stuff. Now I need your help on my latest project!
One of my passions is bringing my favorite characters, settings, and stories to life in this great game. I’ve created mods that deliver adventures for the Ninja Turtles, classic pulp heroes, the entire Marvel superhero universe, and more, bringing each to life in a way not really possible anywhere else. I’m currently working on a massive update and revision of my already epic and sprawling DC Universe mod, the DC Universe According to Grey, and I’m looking for folks with a love of DC Comics, superheroes in general, and/or sound design to help me find or create music and voice packs for the mod.
This is a mod and is done purely “for the love of the game,” so to speak, so these are volunteer positions. However, this is a chance to be involved with a fun and rewarding project, work with folks who share your interests and hobbies, and help bring your favorite heroes and their universe of wonder and heroism to life.
Sound Designer Positions:
This project could use one or more team members who have an interest in music and sound design to take the lead on choosing and/or creating the sound assets. This can take a number of different forms.
There are multiple campaigns, with dozens and dozens of missions, all of which currently are using music from the base game. I would love to see someone with a good musical and narrative sense help me tell these stories through sound. This could involve finding and choosing existing music, composing new music, or making editorial decisions about musical direction using existing resources.
The mod also has dozens and dozens of voice packs, but I would love to have someone to track down new voice assets, recruit and supervise voice actors to increase and enhance our coverage of characters, or simply explore existing assets and decide how best to employ or modify them.
Familiarity with sound editing software would be beneficial, but these positions don’t require much technical expertise.
If you want to see the fruits of your labors, you will need to get a copy of the game, which is available from GOG and Steam very cheaply. This is not required, as you could do your sound work without owning the game (but why would you want to?).
We use Discord and email to communicate
Successful candidates will be willing to put in a little effort, have a good attitude, and be willing to help me tell exciting superhero stories through sound. Because this is just a fan project, this need not be a major commitment. This is a labor of love for all involved, and any help you provide will be welcome.
This is an excellent opportunity to get some experience in game design in an accessible and low-impact way.
So, what are you waiting for? Join the DCUG!
To Apply
Send an email with your qualifications and interest to [email protected]
Howdy folks, and welcome to another DCUG Developer’s Diary! I promised more news before too long, and I am pleased to deliver. It has been an incredibly productive few weeks. I have gotten so much done, conducted so many experiments and tried so many different approaches to modding problems, that I’ll be hard pressed to remember and record a tithe of it, but I’ll try to hit the highlights for y’all! I’ve been hard at work on my Aquaman campaign, and most of the progress I’ve made has been on that part of the project. I’ve finished the next two missions, which were very work intensive and demanding, both in terms of modding and in terms of writing.
I’ve really been digging into FF modding, trying all sorts of things in order to bring this story about my favorite character to life in as high a quality as I can manage. I’ve done a lot of innovating, and I’ve tried to bring a high level of detail to everything about the campaign, from maps to characters, to effects, to plots. I’m quite happy with how it is all turning out, but I am also perpetually frustrated that I can’t quite bring what’s in my imagination to the screen as perfectly as I’d like. I’ll tell y’all a little about all of the different parts of the process I’ve gone through to bring this adventure to life.
Creating an Undersea World:
In my last DD, I walked y’all through some of the steps I went through to try to create an interesting and attractive underwater map for my second mission, and although I was pretty happy with the results of my labors, I wasn’t completely content. Considering how much of Aquaman’s story is going to be set beneath the waves, I had a good reason to keep trying to improve things. I had a number of different ideas about how I could enhance the look of my underwater maps, and I’ve been hard at work trying to figure out how to implement them. Tweaking map textures looks okay and is important, but I had bigger dreams.
I had always thought that it would be great to be able to put a ‘water’ filter over the ‘camera’ of FF. Unfortunately, there’s no way to do that, or at least none I could discover…but I couldn’t shake the idea. As I often do when I am trying to get inspiration for a mod, I spent some time going back and playing through FF1 and 2, and this reminded me of something that might provide me another way to accomplish a similar result and set me to digging into FF’s game files and documentation to figure out how to bring a bit more atmosphere to my undersea settings. This lead me on a journey that had me experimenting with Python scripting in new ways that were both exciting and more than a little scary, because I was very much out of my depth! But, that’s how you learn when you’re modding. In fact, constantly stretching to accomplish something that seems out of reach is the only reason I’m a modder in the first place!
The (mostly) finished product with several new features
Dream Wave Effect
As you may remember if you’re a veteran of FF2, the second game began with a rather unusual mission, which was actually a nightmare of one of the Freedom Force members. At the end of the mission, the player’s vision of the map was distorted by this blurry, wavy, dream-vision effect that covered the map. It occurred to me that, if I could figure out how to create this, and if it could be customized, such an effect might actually be a pretty perfect device for giving a submarine map an underwater “feel.” So, I opened up the script for the first mission and started digging. Now, I’ve been teaching myself about real Python scripting, but I am still beyond a neophyte, so I wasn’t entirely sure what I was looking for or what to make of it when I found it. Fortunately, Irrational helpfully labelled their scripts, and it was all clear enough for me to find the pertinent sections, even if I didn’t yet know how to interpret. them.
So, I started reading through the FFscripting document, hoping to find explanations of this code. The documentation did have a section on the Dream Wave effect, though it was a little hard for me to understand. Eventually, I copied the code that, to my best guess, was what I needed and just started experimenting with it. Unfortunately, my first efforts either simply didn’t work or even crashed the game! Finally, I hit on this combination. Here’s the code you can use to create an EZScripted mission that uses the Dream Wave.
The first lines on each side are just the usual setup for EZScript missions. At first I was just using the two obvious lines, Mission_StartDreamWave and Mission_FadeDreamSinParams, but the effect wasn’t actually beginning. That’s when I noticed that the FF2 mission script actually had those PreRenderer and ff.RENDER commands, so I added those too, and I found myself with a nice, trippy warp effect! Then it was just a matter of tweaking it. The documentation explained that the first two commands I started with are what actually controls how the Wave appears.
The Start command has three points of customization (how long it fades in, how long it lasts, and how long it fades out). You’ll notice that the duration control is set to -1, meaning it will run forever, and thus I’ve got a 0 in the last slot, because it doesn’t need to fade away. You could tweak these settings to create short-lived effects and do other kinds of clever moves with it.
The Fade command sets the degree and strength of the effect, and it’s also got various customizations: (Frequency, or how often waves of the warping effect are created / Amplitude, or how big the waves are / Speed, or how quickly they move across the screen / and Fade Time, or how quickly they fade away) The default values in the mission were “(1, .03, .35, 1)”, so you can see that I didn’t change them drastically. I tried a few various permutations, but I eventually settled on the lowest amplitude and a slower speed. I think the final product looks pretty good, and you can check out a video of the effect in action on a missionhere below. It looks pretty good in action, but it can be a little disconcerting, even on the lowest setting, so I’ll include a set of non-warped mission files for the campaign for those who are prone to motion-sickness or the like.
Sunlight Settings
So, the maps certainly looked a bit more striking and ‘watery’ with the Dream Wave effect turned on, but they were still missing something. Several folks on FR had suggested that if I could change the light color on the map to make it more sea-toned, that could help, so I had planned to mess with the lighting settings of the maps. However, before I could do that, I had to discover what actually controlled these settings! At first I thought this might be controlled through the map files, like the layout or extents texts, but after examining some of them, I realized that wasn’t the case. There were almost certainly nice, clear tutorials that covered this kind of thing once upon a time, but if they existed they’ve been lost to the ages, so I had to poke around in the forum archives for mentions of the subject. I eventually found some of our great former mappers discussing these settings, which it turns out were located in the python files of a map. Thus, I was once again delving into unfamiliar depths! With that post as a guide, I was able to find this section of the python document:
Mission_GetSunlight()
rotation: Sun rotation angle from north in degrees: +ve is east tilt: Sun tilt from horizontal in degrees: +ve is down brightness: Intensity of sunlight (0=none to 1=full) ambient: Intensity of ambient light (0=none to 1=full) Color: 3-tuple, red, green, blue values (all are 0 to 1)
Then I dug around in missions and custom maps and found those that seemed to have nice, bright, clear light, and used that as a starting point. I then played with the color values, changing out what colors were strongest, until I found a nice, ocean-y color palette which was, as you might imagine, heavily blue and green. Here’s the code I ended up using (just right below the code for the Wave effect).
You’ll notice there are some other commands there too, each with their own settings. I just copied those from another mission, but you could add further customizaiton with those settings for shadows. However, we’re concenred with the sunlight settings. I’ve got brightness and ambient light both turned all the way up, and I’ve got the blue light at max and the green pretty close. The combination creates a nice, watery feel for the maps and everything on them, including my characters and props.
Creating a Sky Sphere
You may notice in my screenshots and videos that there’s another feature these maps have that help create their atmosphere, and that is a background that replaces the blank black void that is the default for FF maps. Here, as with most everything I’ve done, I’m just standing on the shoulders of FR community giants. What you see in these images is called a “sky sphere”, which is pretty much exactly what it says on the tin. It’s a big spherical object that sits around your map and provides a lovely backdrop for your adventures. The way that our mapping masters had used these in the past was to make them character templates, but that can create problems in modding, both because of this creating ‘phantom characters’ that mess up the complex “branding” function of the FFX Control Center, and because campaign missions don’t seem to like such characters being on a map. Thus, I tried making these into regular generic objects, and that seems to have worked just fine. I tried adding them directly to the map nif, but when I did, the top of the sphere was registered as the ‘ground’ and all the characters were shunted to the outside!
So, how do you use a sky sphere? Well, it’s actually super easy. They’re included with the map pack, so you can find the actual object and their textures in that wonderful resource. You’ll find the spheres in the pack’s art/library/characters directory. Once you get them, you can copy the settings they have in the map pack, but just change their template type to “generic.” Now, because they’ll be objects and not characters, their textures need to be in with the rest of your map’s textures. Once you’ve done that, you can place them on your maps by placing a marker, then changing it to be the sphere. Once you’ve done that, you’re good to go! The spheres come with several really nice textures, but you can also just name your own textures in the same pattern and use them on your maps for a variety of different effects! Check out my ‘water sphere’ on my Atlantis map!
Atlantean Chic – Decorating My Aquatic World:
Speaking of Atlantis, my story called for a visit to the fabled lost city by the Aquatic Ace, and thanks to folks vastly more talented than me, I had great starting places for both the Atlantean Palace and the city itself. However, as always seems the case, I wanted a bit more. So, as I worked on the various maps, I started cobbling together new props to decorate them. I did this by the usual method of just using replacement textures in a map’s folder, but I also literally built props using Nifskope, which is a huge blessing for modders. Nifskope allows you to combine and manipulate meshes, so I was able to take parts or whole meshes, both character and object, and use them to create various new props. This is exceedingly easy to do these days. For example, I created a throne as a centerpiece for my Atlantean throne room by combining the chair object from the FF1 Robot Factory maps, the TNT crates from the warehouse maps, a dolphin RandomDays had imported for me, and a little shell from Tomato’s Aquagirl skope. The result looked like a lot more than the sum of its parts.
Adding a refl and a glow texture to the mesh pieces, as well as tweaking the color settings of the meshes themselves, allowed me to make the whole thing look shiny and impressive. I did the same type of thing to create some nice underwater foliage for my city map. I started with a thin tree object, the ger_tree_poplar, but I wanted to make it look like a piece of a kelp forest, so I copied over ger_weed, and then placed several copies of it all up and down the tree, rotating and enlarging them here and there so that the whole thing had a nice, ragged, wavy appearance. I created a number of items like these, and I rounded out my decorations by adding textures I found online to existing meshes to create artistic accents, making bronze statues, golden images, and paintings. The paintings used art from the Atlantis Chronicles, which a seemed fitting place to find images of Atlantean history.
Populating Atlantis:
While I’ve been hard at work designing maps and writing missions, other incredibly talented members of our community have been contributing some wonderful stuff to other facets of my project. Tomato has continued to help me out with a number of contributions, big and small. RandomDays has imported a ton of incredibly useful objects for me and has in general pitched in innumerable ways, and Deanjo2000 has been churning out some incredibly gorgeous skins and skopes! In fact, between RD and Dean, we’ve got an amazing vessel for Aquaman’s nemesis, Black Manta. Dean has contributed a lot of great DC characters to the mod since my last update, and he was kind enough to create the Aquaman supporting cast member Murk, from the modern books, who Jeff Parker did such excellent work with. This gave me a really useful character to play with in my development of my Aqua-adventure, and it’s also just fun beating the snot out of this thinly-veiled pastiche of the hook-handed Aqua-jerk of the 90s! In general, I’ve seen a fantastic amount of support from the community lately, which has been really encouraging and energizing. Look for even more great art assets coming soon!
Telling the Story:
Of course, all of the work described above has been in service of a story that I’ve been dying to tell for years and years. My Aquaman campaign is one that I mapped out in broad strokes back when I was first working on the DCUG, over a decade ago. The story has evolved and changed a good deal since then, and I have been more than a little influenced by the fantastic work done by Jeff Parker and Dan Abnet in the New 52 Aquaman series. Still, I’m quite excited to finally get the chance to tell it, especially because it is such an ambitious project, and one that I have often despaired of ever having the chance to do justice. With the support of the FF community, diminished but still full of talented, I have been able to make a good start on it. As I’ve made maps and props and a thousand and one little tweaks and enhancements, I’ve also been hard at work on the campaign.
I’ve finished missions #3 and #4, which included some of the most challenging writing of the entire narrative. I had to introduce Atlantis, supporting characters, and an absolute mountain of plot, all in a very small amount of narrative space, as I only had a few missions and base scenes in which to do it. I could probably have spread this over more missions, but considering how much time and effort it takes to successfully write, script, and create a mission, I’ve tried to be conservative with my campaign design, which is not a strength of mine, as my project catalog can attest! So, I’ve slaved over the writing of these missions and base scenes, and while I’m not 100% happy with it (I never am), I am content. The missions themselves I think are a neat mix of ideas, and I hope they’ll prove fun to play. The players will be hit with a lot of information and a lot of my original Aquaman mythos in these missions, but I’ve tried to make them exciting and entertaining, as well as (hopefully) full of intriguing glimpses of story and mystery. As an extra treat, each mission has a custom cover created by Unkoman for their loading screens. Some are snappy tweaks of classic Aquaman covers, and some are much more elaborate creations, but they are all awesome, and Unko has put a lot of time and effort into them, crafting these custom loading screens that really make the campaign feel polished and complete.
#3 “Torn Between Two Worlds”
I won’t give away too much of my plot in these features. Instead, I’ll tease a bit about the missions and talk about how I made them. This first one up presented some design problems, in multiple ways. First, I had to skope custom keys for various characters that I already had in the DCUG, but for whom I didn’t have underwater versions. Then I had to create new powers and builds for each of them. When writing the mission itself, I knew I wanted a showdown with some of Black Manta’s minions, but I wasn’t really sure what to do to make it interesting and provide some variety. I came up with a couple of different encounter types so that the mission wasn’t simply a straight fight, and I designed it so that Aquaman was accompanied by some Atlantean allies. My scripting challenges arose from two sources. First, I needed to get the allies into the mission immediately so that the opening cutscene could include them and set up what was going on. Second, I needed my villain to get defeated but still get away, and I wanted to make sure that he didn’t show up until the player had cleared out all of his henchmen.
To solve my first challenge, I made my starting encounter an Alliance encounter, which allows you to create long-term allies for the mission, and I simply had its starting cutscene be my intro CS. However, as is often the case, solving one problem created another one, and this one was quite the mystery to me for a while. I would play through the entire mission, and everything would work, only for all of the starting encounters to respawn as I was playing through the last encounter. It was maddening! Not only did it look super messy and confusing, the mission wouldn’t end because the event chain had restarted! I finally, just yesterday, figured out what the issue was, after seeing no clear reason why this would happen and trying dozens of different things to fix it. The problem all came down to the fact that I was using my Alliance encounter to start my mission, and it was also being used to launch those opening encounters. It’s super obvious in hindsight! You see, the CS would play, and the encounter would ‘end’, spawning the next ones…but it wasn’t ACTUALLY over until all of the allies died. Most of the would get taken out in the mission, but your main ally, Murk, was made of sterner stuff, and he’d usually stick around until the end, where he was knocked out by another encounter….which would then start the whole thing over again! Simply using a different encounter to spawn the others solved the problem very nicely.
The second problem proved much more easily solved, though it also gave me some trouble. EZScript has an option for Custom Encounters that allows you to set one up where a villain will stop fighting at certain health thresholds. This is meant to simulate a common mission element from the FF campaigns, and it would be a very useful mission component. The trouble is, it’s never worked quite right, and I have trouble with it every time I try to use it. I decided to give it another look, and sure enough, it gave me fits. Either Manta wouldn’t stop and would get knocked out, or he’d stop and just get stuck, so the rest of the mission didn’t play. Finally I gave up and just used a simple Interrogation, which worked like a charm. However, this left me with the difficulty of getting my villain away. I’ve gotten around this in the past by having the screen fade and just having dialog advance the plot and narrate what’s happening. Obviously, that’s not the most elegant of solutions, and I wanted a bit more out of this, especially because I didn’t plan on this actually being the end of the mission. The trouble is that, once in an interrogation state, a character is locked into their stun animation and can’t move. So, I decided to cheat a bit. I used some camera work and fades to extricate Manta, then gave him an animation command to bring him out of the stun state. He still couldn’t move, but he LOOKED normal, and that made the CS work reasonably well. In the, the mission proved to be more challenging to create than I anticipated, especially since it was originally conceived as just a fight, but the final product should prove interesting, I hope!
#4 “Caverns of Death”
Bizarrely, mission #4, although much more ambitious in terms of scripting, as I was trying something I’d never done before, proved much easier. In fact, the most complicated and fanciest bits worked right out of the gate, while the simple stuff, as is often the case, tripped me up. This one involved the newly recruited Aqualad joining Aquaman as they fought their way through a cave full of monsters, and made some interesting discoveries about the history of Atlantis along the way, as well as some hints of the overarching plot! I decided to get clever, because once again I was struggling to find a way to provide some variety to how my story idea made it into mission form. The monsters our Aquatic Aces faced were a fairly straight-forward threat, but I came up with the idea of having the heroes encounter eggs that could hatch at random intervals, spawning more of the monsters. If the heroes can destroy the eggs early, they won’t have to worry about reinforcements, but if they don’t, they might get overwhelmed! I did this by creating two sets of encounters. The first was just a custom Destroy Object encounter with a Countdown condition to provide a ticking clock. The second, which is only triggered if the object isn’t destroyed before the clock runs out, spawns a monster in a Hunt encounter. I added some FX to make it look a little smoother, and it all worked pretty well. Here’s the EZScript encounters in question:
Encounter: Brood1
Type: Custom
Actions: countdown, heroes destroy objects
Objects: trench_egg named bob
Time: 215
Marker: shell1
Next: If Timer Still Going: None
Next: If Timer Expired: Birth1
End Cutscene:
bob is destroyed
#--------------------------------------------------
Encounter: Birth1
Type: Hunt
Villains: trenchs
Marker: scrack1
Next: None
Alert Cutscene:
Play effect effect_ffx_transmute at scrack1
Interestingly, I’ve recently discovered that the brilliant M25, who created EZScript, was even more brilliant than I had given him credit for, and he included the ability to name objects (like ‘bob’ up there) as well as characters so that you manipulate them directly through your scripts.
Alright folks, well that should give y’all a nice peak behind the curtain at what I’ve been up to. Now that I’m past these challenging missions and maps, I’m hoping I can move a bit more quickly in the coming weeks, but we’ll see. I know that I promised some information about my GLC campaign in this diary, but I think it’s already long (probably overlong!) enough, so I’ll get to that next time. I hope that this has been interesting and useful. Please feel free to ask questions or post comments, especially if you’re interested in getting into modding yourself or are just looking to get involved in the fantastic FF community!