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/m/ - Mecha & Tokusatsu

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File: 5dc3a45d9075b37⋯.jpg (702.41 KB,2126x1683,2126:1683,ud.jpg)

 No.19618

Hey /m/, I'm doing something of questionably autistic measure.

I'm trying to make a very basic chart for mech/mecha design where examples can be sorted out, just for the hell of it. I thought it'd be nice for some board engagement/activity too, so why not.

This is what I got so far, encompassing general aspects that are usually found in each sufficiently distinct mech "type". It's still unfinished and everything's subject to change, of course. The spaces at the bottom are where design examples will go, but I'm aware that they are too small and I'll make them larger later when everything else is set. Input is appreciated.

Is it good? Is it shit? Missing anything major? Should I kill myself instead?

____________________________
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 No.19620

I'm thinking about adding further distinction between Walkers and Spidermechs by pointing erect leg position for the former and sprawling to the latter. It also needs the addition of special cases such as mech designs based on animals.

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 No.19621

File: dbd59c7de2d2bad⋯.png (76.74 KB,400x158,200:79,what.png)

Please excuse my shitpost and allow me to ask how detailed are you planning on making the chart?

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 No.19622

File: d92f68ba9636c26⋯.png (16.26 KB,446x458,223:229,context.PNG)

File: a2df6c49027287c⋯.png (81.6 KB,882x768,147:128,882px-FCA_body_of_water.sv….png)

I wanted to do something similar for bots. I wanted to start with examples of mechs to build a formal context (that's just a collection of objects – here, the mechs – along with their attributes) and add more information as you encounter more and more examples. That can be done with a simple spreadsheet tool.

Formal Concept Analysis tools would then yield a concept hierarchy depending on shared features.

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 No.19623

>>19618

Sounds neato OP, but might take a while

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 No.19624

>>19621

I was hoping it to be as detailed as need be in order to encompass all types in a general/basic manner, nothing too intrinsically detailed. If it were better off with full blown detail with things like armor shape being boxy or curvy, number of fingers in the hand, etc. I got no problem with it

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 No.19626

I think height is a major missing factor there.

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 No.19628

File: 72102532187004a⋯.png (664.94 KB,1366x768,683:384,72102532187004a64e86965309….png)

That's a weird thing you've got here OP, but it seems fun and probably even useful for sorting out your designs or making a tag search system for designs. You could even make a CYOA based on this.

How about more autism and adding stuff like:

>head part>yes/no>head style>robot/humanoid/radar/insect/a gun>(humanoid) face>human (artificial skin) like Valsione/human (metal) like your typical Brave>(humanoid) face>no accessories or armor/accessories or armor/retractable accessories or armor>not "no a/a" (also these options should have checkboxes)>faceplate/scopes/scope monocle/visor mask/mask/antenna/moustaches what? Turn A, Brygar and Solgain had these. It's a major option.

OP, maybe you will give us the exploitable files of your chart? So we can expand and deepen it.

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 No.19633

File: c03d3370f698968⋯.jpg (1.09 MB,3000x1688,375:211,ud2.jpg)

Made a few changes. Not sure how extensive it's going to turn out at the end, how's this for a general overview of head customization?

>>19626

Not sure how height would be a discernible feature but if you have a suggestion I'm all ears.

>>19622

>>19628

I wonder if we can make some sort of interactive application out of this where you can pick each part to reach a specific design type. Files are kind of all over the place so I gotta organize them first. What's with all the spoilers though

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 No.19634

>>19633

>Not sure how height would be a discernible feature

Are you kidding?

Some mechs are only 15 feet while others are 150.

I suppose you could describe this with simple "short (10-29f), medium(30-100f), tall (100f+) and super robot (several hundred to several thousand feet)" categories.

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 No.19635

>>19634

I meant from a design perspective. A 15ft tall Zaku and a 150ft tall Zaku are still the same ol' Zaku. Exact same two arms, legs, head, fingers, etc., except one is upscaled.

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 No.19636

File: 0dfcd63fe7e7eba⋯.png (302.52 KB,640x360,16:9,Compressorhead Ace of Spad….png)

>no COCKpit

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 No.19637

>>19636

kojima pls

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 No.19638

>>19636

>wanting kojima dickbots

fuck that, what a terrible fucking meme

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 No.19639

>>19638

Only make a dickbot if it's tended to be used.

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 No.19662

Come on guys, surely at least one of you can think of something.

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 No.19663

>>19662

I've been thinking about adding "tentacle" leg/arm options, like Tripods from The War Of The Worlds, but I don't know how many more examples exist or if they're worth mentioning.

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 No.19665

>>19662

I'd suggest tons of stuff for you if you haven't cramped lots of my previous head suggestions into a few small boxes.

If you want to do a good, big, reliable drsign chart then I'd suggest for you to not shove different options into one set. Also, maybe you'll make the most common/popular options brighter? Some color coding with explanations could be useful.

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 No.19681

File: ebbbcd5358488d9⋯.jpg (909.53 KB,3000x1688,375:211,ud3.jpg)

>>19665

I could add all the suggestions, but some are so minute and specific to a small couple of mechs that the chart might end up gigantic and overcomplicated. It'd be useful for an compact interactive program of sorts, but this is still just an image. KISS Principle is key, Anon.

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 No.19683

>>19681

That's still better.

How about looking at pics of robots and adding any stuff you see that is missing from the chart? For example, that Mad Cat in the background has weapons installed on its shoulders and in place of its hands. You could add that, too.

Also how about adding stuff like wings and tails to the "Torso" section, wings ("animal" and "mechanical") to the Arm section, along with "Animal-like" and "Integrated Weapons" for every section? Because you could design a tank, a Mobile Suit or a Battletech's 'Mech with your chart, but not a Zoid or an aircraft.

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 No.19684

>>19683

>Legs > (…) > Leg design > [Animal] (replace "tentacle?") > Leg placement > (…)

>Head Design > [Animal] > Head attributes > (…) > Head accessory > [Weapon]

>Torso design > [Animal] > Torso Accessory > [Y/N] > [Wings] or [Booster] or [Weapon] or [Wielded weapon holster] or [Option combination] > Arms (if "Yes") > Shoulder weapons > [Y/N] > Arms > [Y/N] > Arm type > [Humanoid] or [Animal] or [Wing] > Hands > [No (arms end in weapons)]

How's this? I think Animal Arm/Leg Types could cover all kinds of animal limbs including wings since there's a shitton of them.

As for classes:

>ANIMAL MECH

>Legs: Two or more

>Leg design: Animal

>Torso: Animal

>JUST A PLANE

>Legs: None

>Torso: W. platform

>Arms: Wing

>Head: No

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 No.19699

File: f2b00ce1abb6a1f⋯.jpg (44.28 KB,640x480,4:3,Tank_Knife.jpg)

>>19684

Oh, that seems good.

How about adding an additional tree:

>Special Options>Powered Up Form/Transformable/Combinable/Can Split Into Other Machines/Nothing

And each option (except for "Nothing" that excludes everything) is optional.

Maybe you could add an optional "Weapon Holster/Retractable Weapon" option for every body part? Instead of that "Wielded weapin holster" torso option. Arbalest's knife kind of gave me that idea.

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 No.19700

File: e6b3be2c95773b9⋯.jpg (1.12 MB,3000x1688,375:211,ud4.jpg)

>>19699

Experimenting with some background colors to separate primary and secondary options. Thinking about getting rid of some [Y/N] options and replace them with [None] on the options that come right after them.

Also the Head Attribute option is breaking the chart's flow somewhat, might have to do away with it or incorporate it into something else.

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 No.19702

>>19700

Looks fine.

>Thinking about getting rid of some [Y/N] options and replace them with [None] on the options that come right after them.

That's a good idea, since things get confusing when the "No" options don't get arrow pointers for next non-related sets of options of the same body part. Also that would save some space.

I think there also should be a section:

>"Control Type">A.I./Sentient/Remote Control/Cockpit/Cockpits/Other For stuff like GaiGar's Fusion or Transformers Headmasters' transformations

Every choice is optional, except for "Cockpit" and "Cockpits", which exclude each other, and both lead to the subtree

>"Cockpit Location">Head/Torso/Crotch/Other

I would also suggest adding a tree:

>Technology Also should count as minor stuff like "Power Source">Realistic/Sci-Fi/Alien/Magic/Steampunk/Other

These will cover all the possible options without being too specific.

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 No.20372

File: 948d16712c0f94e⋯.jpg (1.41 MB,3000x1688,375:211,v1.jpg)

>>19702

Back at this again.

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 No.20373

File: 095bb46a1719fd8⋯.png (22.13 KB,146x251,146:251,erect.png)

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 No.20393

>>20372

Looks fine for now. Though maybe you should add "Backpack" as a torso accessory? Also "Physical Shield" and "Energy Shield" for every body part option; "Barrier"/"Force Field" and "Unmanned Drones" as special options.

Seeing this thread getting updated reminded me of my mecha CYOA that I have yet to finish.

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 No.20394

File: bdb54bb9bfc2dff⋯.jpg (1.44 MB,3000x1688,375:211,v2.jpg)

>>20373

Kek, gud laffs

>>20393

I think those would be a bit too specific in every part option, but I'll add them. It's more of a general chart where both can be defined as one type of mech regardless of their type of equipment (energy/physical/etc.).

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 No.20407

File: 2fe54a2c013fb69⋯.jpg (643.93 KB,3000x1688,375:211,6000000 in paint.jpg)

Shitty attempt to fill out chart in paint

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 No.20414

>>20394

How about adding a separate "Design Style" branch, with options like "Slim", "Thick", "Edgy", "Organic", etc?

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