Hi Kva! Ket me know if you want your own sub-forum for "Dark Palace".
You mean to do it a little more organized? :) Well, that would be great. I have several topics related to my mod.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Wolven on July 18, 2015, 05:40:27 am
I've set up a board for you. ;)
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on July 18, 2015, 06:51:14 am
Oh thanks, Wolven! I like this title. :D
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on July 25, 2015, 07:40:11 pm
Ok, I'll tell you about my starting area and how I want to do it. As you know, create a complete quality level is difficult. You need experience, a lot of time and a great desire. What if you do not have something like I? :)
I use a simple method that allows me to get what I want.
My task: I need a beautiful wild mountain terrain with no trace of civilization. No buildings, no ruins, only a wild nature. Moreover, I need a generated location so I need chunks.
My method is simple - open the needed chunks and change them. Remove all traces of civilization and, if necessary, replace them with something suitable (stones, rocks, trees).
Note that I did not remove "the events" and some "the lootables" - later I replaced them with my own. Pay attention to The Bridge - it is a necessary part of this piece. I replaced this bridge on the rocks with an invisible floor.
For the beginning I plan to use 1-2 variant for my location:
(http://i.imgur.com/UlmQPGz.jpg)
In total I have 21 chunks. Each piece contains 2-5 variants as a result we have a huge amount of work(32-50 chunks for 1 variant) :-[ , but it is much easier than creating it from scratch. ;D
When I finish a replacement, I will get the necessary wilderness. Then begin the next stage - events, dungeons, lootables.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on July 26, 2015, 05:17:38 am
Let's talk about dungeons.
In my starting location we can forget about classic dungeons - ruins, castle cellars, catacombs, etc., so we need "wild" dungeons. I plan to use a variety of caves and dens. :)
Properly speaking there will be two types of caves which have a different appearance. I'll explain what I mean.
The scheme of my "Journey":
(http://i.imgur.com/hXlUJAGl.jpg) Tags:
You see that I have a huge cave at the exit of the starting area[3], moreover this is a passage to the next location "Cave system"[4]. This is an ancient cave with stalactites and stalagmites.
(http://i.imgur.com/SDIYdlD.jpg)
When you find this cave, you immediately realize that it is special.
Other caves - "mini-dungeons" has a different design. This is young small caves and dens.
(http://i.imgur.com/gdt5PDA.jpg)
Such caves and dens differ in size. The Cave - a large area, and The Den - a very small area. Create a den is very simple, it is convenient. There would live dangerous animals, lying valuable loot and experience, you can get it if you do not die. :D
In starting area will be a lot of "mini-dungeons." You will be able to get into every hole and learn how warbeasts live. :D
Title: Re: Some level works for my mod "The Dark Palace"
Post by: gytfunke on July 26, 2015, 06:00:16 am
Awesome, Kva3i!
It gets more and more exciting!
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on July 26, 2015, 07:02:14 am
Thanks, gytfunke. :)
Yup, it looks great, but now it is more a concept than a real location. :-[ I really want to do it, but I need more time and desire.
UPD: Oh, guys. If you have ideas about the "wild" and "crashsite" events you can share it with me. I have some ideas, but it is not enough. :) "The corpse - the best beast dinner" "Sturmbeorn-scout" "Resting swarm" "Bats tree" "Spider ambush" "Exploding engine" "Dying passenger"
Title: Re: Some level works for my mod "The Dark Palace"
Post by: gytfunke on July 26, 2015, 10:08:15 am
Cave-In: One of the caves you walk into closes shut behind you, forcing you to find your way out through dangers unknown...
Malignant Ice Spirit: An evil spirit has created a beautiful shrine (of stone and ice) to keep its treasured possessions and does not appreciate intruders.
Falling Zeppelin Debris: Parts of the zeppelin appear to still be falling from the sky. Watch out!
The Howling Wind: The wind blows frighteningly strong in some passes of the mountain. Occasional gusts knock the player (and any nearby monsters) back and chill them to the bone, dealing cold damage over time.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on July 28, 2015, 05:06:48 am
Cave-In: Malignant Ice Spirit: Falling Zeppelin Debris: The Howling Wind:
Thank you very much gytfunke! :) You more than anyone help me with my mod.
And an interesting idea from my friend: "Forgotten old dwarf outpost"
Title: Re: Some level works for my mod "The Dark Palace"
Post by: gytfunke on July 28, 2015, 03:29:56 pm
Well, I can't wait to see it, Kva3i! :D
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on July 30, 2015, 08:46:52 pm
New event from my friend: "Shining fuel" - The power engine exploded. Fuel - ember fell out and lies in a shining pile. This pile emits dangerous emission.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on July 31, 2015, 06:56:54 am
"The Matrix"
The hero finds a strange mushroom. After eating it, our hero "falls asleep." Then wakes up in a strange place - Netherrealm. Around hanging chained people like our hero. Netherims with magical devices pull a "magical energy" from human bodies. Then the overseer notices the problem and fix it - lulls the hero. Hero comes back. :)
Title: Re: Some level works for my mod "The Dark Palace"
Post by: gytfunke on July 31, 2015, 12:11:18 pm
Haha! That's awesome.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on August 03, 2015, 05:37:03 pm
(http://i.imgur.com/vtJ3NW4.jpg)
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on August 16, 2015, 03:13:35 am
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on August 17, 2015, 03:19:27 am
Some embercopter sounds and steam particles.
video: http://youtu.be/Qpytq9ta3xk
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on August 17, 2015, 05:48:49 am
Add sparks, rays and a smoke.
(http://i.imgur.com/wQ5inRZ.gif)
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on August 18, 2015, 09:43:01 pm
2 color options - Air Fleet and Vanquishers.
(http://i.imgur.com/MkgSL5z.jpg)
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Wolven on August 19, 2015, 12:17:05 am
Man those Embercopers are just awesome. Especially with the sparks, smoke and sound details. Truly some amazing work Kva. Runic should hire you and a bunch of the other guys to make an expansion to TL2.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: gytfunke on August 19, 2015, 07:58:28 am
Yeah, that'd be sweet =) This is looking great, Kva3i, especially now there are NPCs on the ship to give it perspective.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on August 20, 2015, 07:18:25 am
Thank you guys, but I made it even better! I added the chassis. :D
About new ground textures, what were you thinking of? Maybe i can help :)
That would be great. :) You can try to do it. I need a land with bird's-eye view. Something like that: This texture should be connected without seams - ie it should be a ground tile.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Phanjam on August 21, 2015, 11:21:42 pm
Hmmm okay :) i need to research tile making first. Im wondering how big a tile can be since bigger would be better to avoid repeating the texture too much. Will get back to you!
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on August 21, 2015, 11:37:17 pm
Oh, Pha, I'm sorry. :( I tried to help you with texture, got carried away and... made the texture itself.
:D LOL :D that's okay Kva! I'm the one who's just too slow :P
That's a great texture btw, looks professional! I was challenged by the picture you showed earlier with roads. That will be a challenge to hide the repetition of tiles :o
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on August 22, 2015, 11:13:01 pm
:D LOL :D that's okay Kva! I'm the one who's just too slow :P
You are not slow, it's just a lack of free time. :)
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Phanjam on August 22, 2015, 11:25:41 pm
Thanks Kva ;)
Oh, I found this article (http://home.oneiricworlds.com/2012/10/how-to-create-smart-tile-based-floor-in.html) while researching. It talks about tiles having the same edges (to tile properly) but different centers, for greater variety :)
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on August 23, 2015, 01:21:24 am
Oh, I found this article (http://home.oneiricworlds.com/2012/10/how-to-create-smart-tile-based-floor-in.html) while researching. It talks about tiles having the same edges (to tile properly) but different centers, for greater variety :)
Thank you. :) I tried it and now it's a bit more randomly - I have 4 different pieces.
Also I need a mechanic and two pilots. The problem is that I can not use "wardrobed" models, because later I need lootable corpses. Does anyone know, is possible to make lootable corpse using a wardrobed model?
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on August 25, 2015, 11:47:04 pm
(http://i.imgur.com/dVYqvYx.png)
Mechanic Prioleau, Pilot Datchery, Pilot Lenville
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Phanjam on August 25, 2015, 11:54:47 pm
The crew is looking really good Kva! (is the captain angry with them right now? :D )
Sorry I have no ready answer about lootable corpses :o
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on August 26, 2015, 01:37:24 am
Well, I finished corpses and now I have almost everything I need. :)
New video: http://www.youtube.com/watch?v=bw5vcbGiMII&feature=youtu.be
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on September 02, 2015, 05:01:29 pm
And some progress with the starting chunk.
(http://i.imgur.com/sOfEy7u.png)
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on November 16, 2015, 10:43:36 pm
Well, I finished all chunks for my test level. I placed the corpses and treasures, and now I can do testing how it works. :) It was boring and tedious work.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on November 16, 2015, 10:47:03 pm
Now I need to decide what monsters I will be using. I think there should be wild animals: wolves, bears, jackalbeasts, moles, warbeasts, bats and others. Besides here may be encountered scouts (Events with sturmbeorns and goblins).
Title: Re: Some level works for my mod "The Dark Palace"
Post by: lolesch on November 18, 2015, 04:29:45 am
What about a ghost next to one of the bloody skeletons? Someone that really doesn't want to doe :D
For the civilization-less Wildness: You should add some natural foes! Strider (http://torchlight.wikia.com/wiki/Strider) and Mycons (http://torchlight.wikia.com/wiki/Mycon) (at least some of the Fungal Vents) would fit very well I guess...
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on November 18, 2015, 07:14:21 am
What about a ghost next to one of the bloody skeletons? Someone that really doesn't want to doe :D
Well, I do not want to add "magic" creatures in the beginning. I believe that the number of such creatures depends on the amount of the Ember ore. More ore - more magic. In addition, I want to show the loneliness of the protagonist. So I do not want to add "fresh" ghosts. Later I will have many opportunities for such opponents. :)
For the civilization-less Wildness: You should add some natural foes! Strider (http://torchlight.wikia.com/wiki/Strider) and Mycons (http://torchlight.wikia.com/wiki/Mycon) (at least some of the Fungal Vents) would fit very well I guess...
Yes, I thought about it. But I do not like Strider, a more appropriate - Wood Wraith. I like small Mycons, and I believe that they are suitable for popcorn monsters. :) I need a little retexturing them, maybe like amanita.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: gytfunke on November 18, 2015, 07:31:01 am
Ooh, little amanitas would be spectacular. I don't recall, do the mycon popcorns have a 'rooted' state where they look like regular mushrooms? Because if they did, that'd be cool. Players would see a mushroom that looks like a super mushroom from Super Mario Bros but when they get close to eat it it tries to eat them.
You could also have the amanitas drop their caps as a consumable item that poisons the player (could be potentially lethal to mirror the effects of eating a real amanita mushroom).
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on November 18, 2015, 07:59:44 am
Players would see a mushroom that looks like a super mushroom from Super Mario Bros but when they get close to eat it it tries to eat them.
You could also have the amanitas drop their caps as a consumable item that poisons the player (could be potentially lethal to mirror the effects of eating a real amanita mushroom).
Yes, I want to do something like that. :D As you remember, I want to do more crafting and I have an idea to add a few lootables plants. There should be two types of plants: 1. For health and mana potions - say red and blue berries or mushrooms. 2. Plants that increase character stats. (like Dragoonroot from Gothic). You can eat these plants (slight effect) or make potions (stronger effect).
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on November 19, 2015, 10:36:47 pm
Awesome. Maybe a fairy circle (https://en.wikipedia.org/wiki/Fairy_ring) with something special inside?
It is curious. We call it a witch ring. :) I was thinking about this yesterday, maybe it's suitable for events. But now I have some problems with highlighting and HP bar.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on May 24, 2016, 11:34:44 pm
I rework my "hidden bridge" idea.
(http://i.imgur.com/BFwAcR2.png)
Now I have created new props - HiddenBridgeStart, HiddenBridgeStraight and HiddenBridgeBend. You сan see these elements as the "glass bridge". Other decorations(stones, lilies) are standard.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Phanjam on May 25, 2016, 03:04:37 am
Hey Kva! So this bridge will rise from the water? Like when you uncover a "hidden area"?
Very nicely done ;)
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on May 25, 2016, 07:10:18 am
So this bridge will rise from the water? Like when you uncover a "hidden area"?
It is theoretically possible, but I did not realize it. It is not difficult, but I do not need this feature. I could have done different ways to get this bridge - building or magic, but my bridge you just need to find.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on May 25, 2016, 08:26:33 pm
After much thought, I decided to make a fixed (non-randomly) locations. My first location: (http://i.imgur.com/q1OwtOR.jpg)
Title: Re: Some level works for my mod "The Dark Palace"
Post by: gytfunke on May 25, 2016, 09:01:34 pm
Looking very good! I think the bridge is inconspicuous enough that not all players will spot it.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on May 25, 2016, 09:44:30 pm
:) 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
c) In theory, this allows to make the location more eventful
A ha! This sounds good...
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on March 05, 2019, 03:17:12 pm
I again decided to revise some general ideas of my mod. First of all, it will affect the starting location.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on March 05, 2019, 03:37:23 pm
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. 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.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on March 05, 2019, 03:57:08 pm
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.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Phanjam on March 08, 2019, 07:31:40 am
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
Title: Re: Some level works for my mod "The Dark Palace"
Post by: lolesch on March 09, 2019, 11:40:58 pm
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?
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Kva3imoda on March 10, 2019, 06:58:35 pm
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.
Title: Re: Some level works for my mod "The Dark Palace"
Post by: Phanjam on March 13, 2019, 03:47:47 am