HOME | DD

legendguard — [Outdated] The True Destroyer [head] v2

#destroyer #terraria #destroyer_of_worlds #terrariabosses #terrariasprites #true_destroyer #buildabetterboss
Published: 2015-07-09 04:23:52 +0000 UTC; Views: 8087; Favourites: 57; Downloads: 0
Redirect to original
Description

NOTE: THIS VERSION IS OUTDATED AND HAS BEEN DISCONTINUED. THE NEW VERSION CAN BE FOUND HERE: www.deviantart.com/legendguard…
All text related to this version/image no longer applies, so any information provided here is irrelevant

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


8/21/15: Alright, hopefully this will be the final update for the head before I move onto the body. (well, I already started it, I got the front view of the five different body segment sizes done. but hopefully now I can focus entirely on the body). 


For this update, I added the gigantic mandibles from the old version to the mix, as well as updating a few things (like the small lights on the heads) and changing the format to be more aesthetically pleasing. Also, I finally added the second color variation to the lights! No, it's not a shiny variation, it's the cursed flame color the lights take on when firing cursed flame attacks. Only the head switches modes, the other segments are either/or. I actually like the green color better to be honest. The red coloration is the "normal" mode when in it launches lazers from the eyes/mouth. Players should beware as the lazers have a small chance to inflict a debuff called "radiation burn" which lasts as long as the ichor debuff and causes a similar defense lowering effect (and also slowly drains hp). 

Likewise, the info has been updated accordingly. The numbers got jumbled up a bit, so to save time for those who have already read through the old list, the new parts displayed are fig 20-22, 39, 40, 48-50, and 53-63 (The numbers that are new are bold). Most are just for reference and do not actually move/are not independent segments but are part of larger segments (such as the small light in fig 53 and 56 being part of the overall head).

Also, this bring up a new point I need feedback on:
mandibles: should I just ditch these? They are supposed to come out once the hp falls below 1/2 and inflict MASSIVE damage+the bleeding debuff if touched (melee players with high defense would be able to withstand it better, it'd be the rangers/mages with lower defenses that would suffer). This does not mean they are actually necessary though, and I'd like to know if I should drop them.

I really appreciate all the comments and suggestions, it's really helping with the process. Thank you all for the support!
--

 8/10/15: dang it I uploaded an outdated version of the file
--

8/10/15: Oops, forgot to change the file
--

8/10/15: re-textured the head to match the Destroyers new 1.3 texture as well as editing/fixing some of the parts. I also repositioned two of the mouth components and made the tongue segments longer. Yeah, apparently in 1.3 they gave the Destroyer a fabulous new texture, so I had to follow suite. I'm not sure if I like the TD's new texture so far, I'll probably be editing it quite a bit to make it look better. Maybe after I get the body/wings/tail done. 
--

I have numbered things so I can actually tell people what they are actually looking at! Yay! But before I get into that, I want to reemphasize the points I need feedback on:

size: This is the biggest (heh) concern I have. Is this too large? Should I shrink it down somewhat, say maybe to 75% this size? I need to know before I get started on the body/wings.
complexity: Are there to many working parts? should I tone it down? 
mistakes: Are there any mistakes in the sprite work? do things not line up properly?
texture: Does the texture look ok? Do I need to go back and smooth it out or roughen it up at all?
clarity: is it clear at all whats going on, or do I need to tweak it at all to make it more understandable?
mandibles: should I just ditch these? They are supposed to come out once the hp falls below 1/2 and inflict MASSIVE damage+the bleeding debuff if touched (melee players with high defense would be able to withstand it better, it'd be the rangers/mages with lower defenses that would suffer). This does not mean they are actually necessary though, and I'd like to know if I should drop them.


I'd really appreciate the feedback, it'd really suck getting the whole thing done only to find out that it's too damn big. It is worth mentioning though that the enormous size does play a huge role in the battle; he actually uses his whole body to trap you into a confined area. The segments (or at least the ones in the foreground) are solid and the player cannot pass through them although Weapons can pass through normally. This can be used to the player's advantage, as the segments can be grappled onto and walked on. Well, so long as that segment does not pass into the ground, at which point the grapple will detach and/or the player will fall off.

Anyways, now back to the parts. I apologize in advance for the following being really dry and technical, I just want to make sure everything is explained/covered in case anyone wants to use it for a mod (because I can't code at all actually).

1: Upper mandible/head side with teeth in normal position. When locking the jaws together (fig 6), both the upper and lower teeth slide back into the head so they do not stick out.

2: Upper mandible/head base. This is the topmost layer and overlaps all other parts to some degree.

3: Head dorsal view. The pincers on the tip of the snout (between the antenna) would be able to rotate to some degree, moving in synced biting/pinching movements to either grab the player or slash at them for raw damage. The eye would also be animated, the slit pupil in the middle following the player's movements, similar to the Moon Lord's eyes.

4: My character for size comparison. 

5: Head/mandible dorsal view. The two green ports are connection points for two large hoses/pipes that connect from the jaw to the first body segment (this can be seen in the original sprite ). The hoses transport liquid to the mouth before firing an oral attack. The brown area is bare throat. Unlike the regular destroyer, which appears to be all machine, the TD is a cyborg. I might go back and add metal plates to it so it doesn't stand out so much.

6: Head with mouth locked shut (position 1). The head switches to this position when it's about to come into contact with solid blocks and remains closed until it launches an oral attack (at which point it snaps open to position 2 (fig 12)). Head defense is doubled at this stage.

--
Ok, now we get into the mouth parts. The head is the most complicated part of the whole body, so it has many moving/rotating parts. I tried to break the positions down as best I can. The parts would be layered in the following order: Upper mandible/head (fig 2), lower mandible (fig 23), "lever" (fig 39), "gear" (fig 21), foreground "cheek" (fig 38), background cheek (fig 36), upper teeth, and lower teeth (teeth separate in fig 24, locked together in fig 27). Fig 7-19 shows the relative positions of the various parts.

--

7: Mouth open with no other components. This is the basic position of the upper and lower mandible when nothing is rotated. 

8: Mouth open with background "cheek". This and the foreground cheek are meant to keep the head in shape without having to create an entire animation for the mouth opening and closing.   

9: Mouth open with foreground "cheek". Again, the muscles are meant to rotate with the lower mandible so that it gives the allusion of opening its mouth.

10: Mouth open with both cheeks in place.

11: Mouth open with both cheeks and teeth. 

12: Mouth open and all working parts in place (position 2). The mouth snaps open from position 1 before launching an oral attack. Once in position 2, the mandible, cheeks, and mechanical parts can rotate freely, such as to open the jaws agape, bite at/grab the player, etc. The jaws can open a maximum of 180 degrees relative to each other.

13: Mouth open minus the cheeks. This better shows the position of the teeth and gear/lever relative to each other.

14: Mouth open minus the gear and cheeks.

15: Mouth open minus the lever and cheeks.

16: Mouth open with teeth. The teeth lock together in this position when the jaws come together.

17: Mouth open with gear and lever. The lever and gear would move in sync, making it look like the lever is rotating about the gear.

18: Mouth open with lever. In addition to rotating with the gear, the lever moves in sync with the parallel cheek, making it look like they are one unit.

19: Mouth open with gear. The gear rotates in a fixed position.

--
Alright, now we get to the head with the mandibles in place. The mandibles only come out either if the TD's HP falls below 1/2 (second "form") or the player manages to escape its coils some how (teleporters, recall/teleportation/wormhole potions, magic/ice mirrors, and cell phones can accomplish this, but the rod of discord will not). Like the other claw/pincers on the TD, the mandible pincers can bite, swipe, and slash at the player. However, they CANNOT grab the player. Mandible pincers have a separate health bar and can be destroyed, but this will not revert the TD back to it's previous phase.
--

20: Head front with mandibles. The mandibles sit below the antenna and so would meet below them in the sprite. 

21: Head side with mandibles. The piston and lever that hold the mandible in place attach right at the back of the teeth. The side view for the mandible would probably need to be animated.

22: Head back with mandibles. The mandible shading is only slightly broader on the edges, but there is a difference between top and bottom view for them.

--
Now we get to the individual components. While many of these are actual moving parts (such as the tongue segments and claws) some of these images are just meant to show the position of certain elements, such as the antenna-less jaws seen in figure 22 and 25.
--

23: Antenna and pincers side. These are static and do not move when the head is turned to the side.

24: Jaw gear. The jaw gear spins in a fixed position.

25: Jaws locked with antenna absent. this is to better show what the snout actually looks like without being obscured bu the antenna. This is not actually part of the overall sprite.

26: Lower mandible base. 

27: upper teeth and lower teeth separate. This is the approximate position they sit to one another when closed. The top teeth overlap the bottom. They do not normally sit in this position, as the jaws would not be able to rotate to make them sit like this.

28: Top and bottom mandible separate, no antenna. Again, this is just to demonstrate what the snout looks like without the antenna in the way. It is not actually part of the final sprite.

29: Lower mandible with teeth.

30: Teeth interlocked. This is the position the teeth take when they come together. They do not cross farther than this.

31: first six segments of tongue, with claws. The segments act like the segments of worm type enemies and move similarly. the claws on the first two segments also move. The maximum length of the tongue is 162 segments (1 "head" segment, 1 "intermediate" segment, 159 "body" segments, and 1 "end" segment. Total length is equal to the EoW). Unlike the other head components (aside from the pharyngeal jaws in fig 37 & 40) the tongue actually spawns in separately from the body, similar to the Moon Lord's tentacle thing. The tongue can be killed but will spawn two more in its place.

32: First six segments without the animated claws. This is the base the claws attach to.

33: End/"tail" tongue segment. This would be obscured by the jaws/teeth/other components.

34: Background "cheek" segment. I tried to model proper muscles based on the muscles of archosaurs, but no matter how I made it it always looked ugly. This'll do for now. The two cheeks move together to keep the shape of the jaw intact.

35: Long spiked tongue body segment. See fig 28 for arrangement.


36: Short spiked tongue body segment. See fig 28 for arrangement.

37: Medium tongue spike side. While this would move, it doesn't have the freedom to rotate the larger spikes have.

38: Tongue "chunk" showcasing the pattern the body segments appear in (four small spikes segments followed by a large spiked segment).

39: Mandible pincer lever top. This and the MP piston (fig 56 & 58) connect the MPs to the head as well as move them.

40: Mandible pincer lever bottom.

41: Pharyngeal jaws closed. This is a new feature I added, probably unnecessary but more fun this way. Like the tongue, the upper and lower jaws spawn in from the head and will attempted to bite the player and pull them in. Pharyngeal jaws can extend their full length out from the tip of the regular mandibles and are used to pull the player around if they try to escape. PJs are launched faster than the player can escape and the player cannot break free from them. The TD actually has to let go of them.

42: Foreground "cheek" segment.

43: Jaw Lever. This is aesthetic and moves in sync with the foreground cheek.

44: Pharyngeal jaws top and bottom.

45: Large tongue claw side. These claws act like grapples and will move open and closed depending on the situation. The primary function of the tongue is to trap the player and drag them into the mouth where they will then be swallowed. The player can attempt to kill the tongue before they reach that point, but two more tongues will spawn in it's place. while all tongues can be retracted at any time, the total amount of tongues present during the battle stays the same. there can be a maximum of seven tongues at a time that can all move independently of one another.

46: Metal jaw pincer top. again, the pincers move in a synced biting motion when the head is either turned to the front or the back (but not to the side).

47: Medium tongue spike front. This would probably need an actual animation.

48: Jaw port. This is just for reference. This is what the pipes under the throat connect to.

49: Pupil normal. Like the Moon Lord's eyes, True Eyes of Cthulu, and Suspicious Looking Eye light pet the pupils move around inside the eyes/lights. The pupils on all lights/eyes follow the players position and light up (fig 53) when they are about to fire an attack.

50: Small headlight (get it?) side. This is just for reference, it's not actually an individual component.

51: Large tongue claw front. This would also probably need to be truly animated.

52: Metal jaw pincer bottom.

53: Pupil lit up. The pupil lights up when it's about to fire.

54: Small headlights top. Again, this is just for reference, the lights are not individual components.

55: Mandible pincer top. The mandibles only serve to inflict damage to the player. While a player with a high defense could take the blows (and would have to take them often) a player with a lower defense (such as a mage or ranger) would take some serious damage. That, combined with the fact the player is confined to a small area with attacks everywhere means that neither of those classes would last very long (or at least that would be the goal, it's high time melee got the spotlight.)

56: Mandible piston top. The piston and lever only serve to move the mandible and hold it in place.

57: Mandible pincer side. again, like the other claw side views it would probably need an actual animation. 

58: Mandible piston bottom.

59: Mandible pincer underside. I know it doesn't look much different than the top view, but it actually is, I swear! The dark shading on the edge is slightly thicker.

60: Eye base no pupil. The pupil is animated and follows the player around, making lazers fired more accurate but easier to keep track of if the player pays attention.

61: Eye with normal pupil. The pupil follows follows the player around and lights up when it's about to fire. The lazers are FAR more accurate than the Moon Lord's lazers, so wings or a gravity potion are a safer bet than a mount.

62: Eye minus shine and pupil. This is the base for the animated pupil when glowing, the glare fading as the pupil lights up.

63: Eye with glowing pupil. If the lights are red, the fire two different types of lazers. If the lights are green, it will fire a cursed flame orb that behaves similarly to the weapon.

colors used are in the bottom right corner.

Whew, that was a lot. Hopefully I covered everything so that if anyone wants to use this they know what the heck everything is for. Let me know if it's hard to read or understand, I know I can be a terrible writer. Remember, this is all just the head, I still need to make the body segments, tail, and wings (oh yeah, I'm planning on adding wings now as well). There will be a total of 192 segments (1 head, 5 medium small body, 5 medium body, 5 medium large body, 15 large body, 25 medium large body, 35 medium body, 45 medium small body, 55 small body, and 1 tail) with a front, side, and back view for all of them. yeah, this might take a while...

Original sprite
Original parts
Original concept art

Related content
Comments: 52

InsuKun In reply to ??? [2017-04-22 00:26:00 +0000 UTC]

So is it okay if I put this in my mod? It looks really fun to code!

👍: 0 ⏩: 0

legendguard In reply to ??? [2016-07-30 19:00:56 +0000 UTC]

Thank you so much! Not going to lie, I'd play the hell outta a mod with this in it. Moon Lord was interesting, but he really was no fun to fight, and didn't feel like a worthwhile end boss I want a boss that doesn't require the point, shoot, and run tactic!

👍: 0 ⏩: 0

lt16069 [2015-10-22 03:22:55 +0000 UTC]

is this for a mod or just for fun. either way it looks cool. i love terraria

👍: 0 ⏩: 1

legendguard In reply to lt16069 [2015-10-22 15:14:30 +0000 UTC]

For me, just for fun, but people are free to use it in a mod if they wish.

Thank you!

👍: 0 ⏩: 0

DarkSideDuck [2015-09-17 18:38:00 +0000 UTC]

WOW, just WOW! Fighting that monster should be realy difficult, like an endgame boss, probably more difficult that the Lunatic Cultist and the Moon Lord.

👍: 0 ⏩: 1

legendguard In reply to DarkSideDuck [2015-09-17 23:54:06 +0000 UTC]

Yeah, too bad the Terraria engine is almost at its max. I don't even think a mod at this point would be feasible. Terraria 2 on the other hand...

👍: 0 ⏩: 0

Djk2390 [2015-09-05 04:30:25 +0000 UTC]

kewl

👍: 0 ⏩: 1

legendguard In reply to Djk2390 [2015-09-08 16:23:49 +0000 UTC]

Thank you!

👍: 0 ⏩: 0

Kenexandrite [2015-08-24 02:12:43 +0000 UTC]

It's even...scarier...

👍: 0 ⏩: 1

legendguard In reply to Kenexandrite [2015-08-25 04:18:58 +0000 UTC]

The destroyer's not so wimpy now, huh?

👍: 0 ⏩: 1

Kenexandrite In reply to legendguard [2015-08-25 04:38:39 +0000 UTC]

Yea!

If you'll excuse me, I have to change my pants!

👍: 0 ⏩: 1

legendguard In reply to Kenexandrite [2015-08-26 04:41:38 +0000 UTC]

IDK, that might keep him from eating you

👍: 0 ⏩: 0

poisonDragongirl13 [2015-08-22 11:41:16 +0000 UTC]

nope, still amazing

👍: 0 ⏩: 1

legendguard In reply to poisonDragongirl13 [2015-08-23 02:19:30 +0000 UTC]

Aww, Thanks

👍: 0 ⏩: 1

poisonDragongirl13 In reply to legendguard [2015-08-23 02:34:16 +0000 UTC]

x3 <3

👍: 0 ⏩: 0

Zac-Films [2015-08-22 05:33:49 +0000 UTC]

hooooly shit. thats badass.

👍: 0 ⏩: 1

legendguard In reply to Zac-Films [2015-08-23 02:19:19 +0000 UTC]

Thank you very much!

👍: 0 ⏩: 0

DuneTheZangoose [2015-08-22 01:27:49 +0000 UTC]

interesting

👍: 0 ⏩: 1

legendguard In reply to DuneTheZangoose [2015-08-22 04:24:11 +0000 UTC]

Thank you

👍: 0 ⏩: 1

DuneTheZangoose In reply to legendguard [2015-08-22 04:29:58 +0000 UTC]

What are these for?

👍: 0 ⏩: 1

legendguard In reply to DuneTheZangoose [2015-08-22 04:59:03 +0000 UTC]

Terraria , a magical game filled with killer unicorns, floating brains, and a dismembered possessed Cthulhu brother

👍: 0 ⏩: 1

DuneTheZangoose In reply to legendguard [2015-08-22 21:57:51 +0000 UTC]

Cthulhu brother XD

I'll have to check it out. From your description sounds like metal gear solid

👍: 0 ⏩: 1

legendguard In reply to DuneTheZangoose [2015-08-23 01:22:45 +0000 UTC]

There's probably a reference to it in there, they referenced pretty much everything else. Even Sharknado. It's a really fun game, honestly I like it more than Minecraft. It's definitely worth looking up

👍: 0 ⏩: 1

DuneTheZangoose In reply to legendguard [2015-08-23 01:48:14 +0000 UTC]

kk,

Hey I love MC XD

Do you play it on PC, PS, or Suxbox?

👍: 0 ⏩: 1

legendguard In reply to DuneTheZangoose [2015-08-23 02:29:12 +0000 UTC]

You can get it on PC, console, and mobile, but I recommend PC as the 1.3 update is amazing~. Plus mods, mods are always fun. It's available on steam for 10 bucks

👍: 0 ⏩: 1

DuneTheZangoose In reply to legendguard [2015-08-23 02:45:34 +0000 UTC]

Cool

I have it for PS3

👍: 0 ⏩: 1

legendguard In reply to DuneTheZangoose [2015-08-23 20:51:09 +0000 UTC]

If you get the chance to get it on PC, I'd recommend that version. Right now it's light years ahead of the console and mobile versions, which are stuck at roughly 1.2.3. (PC is on 1.3.0.8)

👍: 0 ⏩: 1

DuneTheZangoose In reply to legendguard [2015-08-24 01:03:52 +0000 UTC]

Yeah

I might have to look into it. But not sure if my computer can handle it, she's a pretty old girl

👍: 0 ⏩: 0

floydzombie [2015-08-13 00:27:03 +0000 UTC]

it would be cool if the destroyer looked like this, also if the head rotated so it acts like a drill (because its a worm)

👍: 0 ⏩: 1

legendguard In reply to floydzombie [2015-08-13 02:27:16 +0000 UTC]

Hmm, that's actually a really good idea! Maybe the segments could also rotate similar to the segments of Onix and Steelix, using the ports on the sides as a high speed drill. That actually solves the issue of how it would move around underground if it's mouth is shut while digging. Thank you so much!

👍: 0 ⏩: 1

floydzombie In reply to legendguard [2015-08-13 04:11:18 +0000 UTC]

no problem, also I think the destroyer should be as big as it is. bosses should be huge and terrifying but also great to look at

👍: 0 ⏩: 1

legendguard In reply to floydzombie [2015-08-21 22:59:31 +0000 UTC]

Sorry for the late reply. That actually helps me out a lot, like I said I'd hate to make the whole thing only to have to redo it because it's too large.

👍: 0 ⏩: 1

floydzombie In reply to legendguard [2015-08-23 23:13:13 +0000 UTC]

no problem, now to go find someone who could code this in

👍: 0 ⏩: 0

Droidigan [2015-08-12 22:35:28 +0000 UTC]

Impressive! Will there be a mod for this?

👍: 0 ⏩: 1

legendguard In reply to Droidigan [2015-08-13 03:58:51 +0000 UTC]

Thank you!

If someone else wants to make a mod out of it it would be, I myself can't code unfortunately. I wish I could, but I can't

👍: 0 ⏩: 1

Droidigan In reply to legendguard [2015-08-13 20:44:25 +0000 UTC]

it's tricky stuff, tried it before... Never again! I can barely use HTML codes for my own profile  
I hope you get to find some way to get this thing to work  

👍: 0 ⏩: 1

legendguard In reply to Droidigan [2015-08-21 22:56:22 +0000 UTC]

I don't even know how to read code, which is kinda ironic since that's what my dad teaches. 

Thank you! Hopefully I can find some help on /r/Terraria or the Terraria forums once it's done.

👍: 0 ⏩: 0

Kollab [2015-08-12 21:49:53 +0000 UTC]

Holy crap this is really good. That is actually well...Terrifying and actually bossworthy. Seriously this is a thing that I expect to think is a boss.  

👍: 0 ⏩: 1

legendguard In reply to Kollab [2015-08-13 04:01:43 +0000 UTC]

Thank you very much! It'd certainly give the Moon Lord a run for his money once the rest of him is done.

👍: 0 ⏩: 1

Kollab In reply to legendguard [2015-08-13 19:35:02 +0000 UTC]

Yup. I wonder what you could do with the moon lord. 

👍: 0 ⏩: 1

legendguard In reply to Kollab [2015-08-13 23:43:26 +0000 UTC]

Have my boss EAT IT!

👍: 0 ⏩: 1

Kollab In reply to legendguard [2015-08-14 01:09:59 +0000 UTC]

*devours it* Yum. 

👍: 0 ⏩: 1

legendguard In reply to Kollab [2015-08-16 01:21:25 +0000 UTC]

perhaps that's where his hind quarters ended up...

👍: 0 ⏩: 1

Kollab In reply to legendguard [2015-08-16 01:22:01 +0000 UTC]

lol 

👍: 0 ⏩: 0

Vicreshay [2015-08-12 21:45:11 +0000 UTC]

... hooolllyyy CRAP, this looks absolutely amazing. Are you making a mod??

👍: 0 ⏩: 1

legendguard In reply to Vicreshay [2015-08-13 04:00:38 +0000 UTC]

Thank you! I wish I could make a mod, but I know absolutely nothing about coding unfortunately. That being said, it's free for use as long as everyone asks me first.

👍: 0 ⏩: 1

Vicreshay In reply to legendguard [2015-08-13 13:56:30 +0000 UTC]

awww... real shame.... 

👍: 0 ⏩: 1

legendguard In reply to Vicreshay [2015-08-13 16:22:51 +0000 UTC]

I know

But I'm going to try and post it on r/terraria and the Terraria forums once it's done to see if someone wants to use it.

👍: 0 ⏩: 1

Vicreshay In reply to legendguard [2015-08-13 16:34:31 +0000 UTC]

Awesome~

👍: 0 ⏩: 0

lexon-von-zix [2015-07-10 23:36:46 +0000 UTC]

Well first off, i have never played Terraria before (I am a Minecrafter). That being said, HOLY HELL THAT THING IS TERRIFYING!

In regards to size, it is a thing called 'The Destroyer,' of course it needs to be that big.
I can't speak for everyone, but I find that what's going on in the image is clear and not too complex.
As far as mistakes; I can't see anything wrong (but again, I have not played Terratia before).

In my opinion, looks good.

👍: 0 ⏩: 1


| Next =>