News:

SMFNew Installed

+-+-

User+-

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

Site Stats+-

Members
Total Members: 728
Latest: Cho
New This Month: 0
New This Week: 0
New Today: 0
Stats
Total Posts: 10932
Total Topics: 795
Most Online Today: 389
Most Online Ever: 854
(September 18, 2024, 07:49:37 am)
Users Online
Members: 0
Guests: 324
Total: 324

Author Topic: Some level works for my mod "The Dark Palace"  (Read 21847 times)

0 Members and 72 Guests are viewing this topic.

Re: Some level works for my mod "The Dark Palace"
« Reply #75 on: »
Looking very good!  I think the bridge is inconspicuous enough that not all players will spot it.

Re: Some level works for my mod "The Dark Palace"
« Reply #76 on: »
Looking very good!
:) Oh, that's just my former level, I just added the river(5 river chunks). Because the river is cool!
I decided to make a fixed level for several reasons:
а) Use one chunk instead of several - it is a big time savings.
b) Easier to do different quests.
c) In theory, this allows to make the location more eventful

I think the bridge is inconspicuous enough that not all players will spot it.
Yes, this is the main idea - the player must investigate the location and look for secrets and ways.

Re: Some level works for my mod "The Dark Palace"
« Reply #77 on: »
c) In theory, this allows to make the location more eventful

A ha! This sounds good...


Re: Some level works for my mod "The Dark Palace"
« Reply #78 on: »
I again decided to revise some general ideas of my mod. First of all, it will affect the starting location.

Re: Some level works for my mod "The Dark Palace"
« Reply #79 on: »
The idea of my mod is too global for one person. Some basic mechanics don't work the way I want.  :'( I strongly wanted to implement a portable craft machine. I tried again and again.
Spoiler (hover to show)
But I can't do it right. I was defeated.

Also in recent years I have come to the conclusion that the adventures of a loner are not as interesting as it seemed to me earlier. Players want interesting NPCs, they want comfort and safety between dangerous adventures. And that means we need a "Town" - a typical place for this genre.

Re: Some level works for my mod "The Dark Palace"
« Reply #80 on: »
Now I want to work out the idea of such a place. I called it "The Camp".

Some features:
1. There will be only 1 "town" in the game - this camp.
2. The player starts in an unsafe area - "The Crashsite". After completing the initial quests, this zone becomes safe and turns into The Camp.
3. The player can improve their camp. I have a lot of ideas about improvements and the implementation of this, but at this stage it’s too early to talk about it.

Now I will try to create such a place, just an empty layout with 1 NPC, 1 monster and 2 quests.
Quests:
1. Save the NPC.
2. The NPC offers to organize a camp. It is necessary to defeat all monsters and make the location safe.

Re: Some level works for my mod "The Dark Palace"
« Reply #81 on: »
Now I will try to create such a place, just an empty layout with 1 NPC, 1 monster and 2 quests.
Quests:
1. Save the NPC.
2. The NPC offers to organize a camp. It is necessary to defeat all monsters and make the location safe.

In the 2nd quest you are sent out by the NPC, so when you come back the camp is all made?  :P


Re: Some level works for my mod "The Dark Palace"
« Reply #82 on: »
Hey Guys, always fun to come back to you! this layout looks amazing. I just tried modding some layouts too but i realized that I will need more time to go into that...
@Kva3imoda I managed to create an entrance to the Taverne (MAINMENUS\MAINMENU_TOWN4_RULES.TEMPLATE) but since it is just a mainmenu background i run into many problems there, e.g. i cant move. any tips?
some projects in progress

Re: Some level works for my mod "The Dark Palace"
« Reply #83 on: »
e.g. i cant move. any tips?
These layouts are fully functional. You just need to choose the right "rules set" in options.
Spoiler (hover to show)

Choose any except the "main menu". I hope this helps you.  :)
« Last Edit: March 10, 2019, 07:00:34 pm by Kva3imoda »

Re: Some level works for my mod "The Dark Palace"
« Reply #84 on: »
In the 2nd quest you are sent out by the NPC, so when you come back the camp is all made?  :P
The main question is not "when", but "how".  :D

I have a plan for how to do this. Technically, we need 2 identical locations. But these 2 locations will have a different type - "Zone/Pass" and "Town". After completing "the Quest", a trigger teleports you from the "Zone" to "Town" location. I want to use the "fade in/fade out" effect (I used it when I was working on secret passages).

Now it's important to make a working concept. And then we can think about the content and quests.
« Last Edit: March 10, 2019, 07:17:07 pm by Kva3imoda »

Re: Some level works for my mod "The Dark Palace"
« Reply #85 on: »
Exciting!


 

Recent Topics+-