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[Announcement] Shores of Voline


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#26
Lord of Fangs

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Moon Elf13 wrote...

Lord of Fangs wrote...

The walls are actual wall resources (fti_wallpanels_0) but there are ceilings that have the same (or at least a similar) appearance. The "portholes" are indeed washbasins.


If you used actual wall resources, and that is a deck on a ship, then, why didn't you make the room with walls that widen toward the ceiling (to conform to the shape of a ship's hull)? Was it not possible?


Good question. It would have been possible, sure. Just the way the Tern's built I suppose. I may now have to conceptualize some additional holds in those open areas behind the upper walls for "special" cargo ;)

#27
Moon Elf13

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Lord of Fangs wrote...

Good question. It would have been possible, sure. Just the way the Tern's built I suppose. I may now have to conceptualize some additional holds in those open areas behind the upper walls for "special" cargo ;)


A smuglers' ship. I like that!

#28
Lord of Fangs

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Spotlight: Violent

Violent  is one of the many locations in the city-state Voline, and will function as an area of the Dragon Age: Origins standalone module, Shores of Voline.

* * *

“Come now, do not be so shallow. Violence must not necessarily mean bloodshed. My dream was only to give to others the opportunity to follow their hearts' deepest desires – desires for which society may have seen them shunned or indeed persecuted – and to act with all the passion and intensity that such a need deserves.” - Lord Rishan Cabal

Violent is a place of decadent indulgence where no luxury is spared; anything goes within its walls. Upon entry, a
visitor's senses first feast upon the Grand Sanctuary, an enormous hall dedicated simply to unending revelry; surreal, magic-aided imagery and atmosphere combine to form an alien world of sight, sound, smell and touch that many say could be rivaled only by the Fade itself. The many chambers of the Purple Tower, which rises high above Violent's main floor, afford even more privacy to its patrons than the curtained, lavishly furnished alcoves that surround the Grand Sanctuary and lounge, though it is certainly not uncommon for bolder and more adventurous patrons to behave in the open as if none were watching.

Founded, owned and operated by Rishan Cabal, Lord of Voline's magic-oriented district of Runedar, the building that became Violent was originally Voline's great chantry; a fact that detractors denounce as a horrific desecration and that patrons say adds a great deal to its intrigue. Those who have spoken out against Lord Cabal and Violent have stated that the things that take place within make it a haven for demonic infestation, especially given the naturally thin state of the Veil in Runedar. Cabal of course denies any demonic activity whatsoever and refers to the establishment's ever-vigilant force of Templars, though who can be sure when the man claims to deny nothing?

Cabal does indeed boast his ability to cater to any and all, however of those outside his wide social circle, generally only the very wealthy are able to afford entry. As such, Violent is known as a gathering place for Voline's elite, particularly those who live or work in Runedar. The average inn or tavern is below the typical Violent visitor; Cabal claims have never had an unsatisfied customer and that, once a person has chosen to visit his establishment, any other place is simply not sufficient. Even Baron Denard himself is known to make an appearance from time to time, though none can speak on what his vices may be.

* * *

The idea behind Violent was not simply to create a bigger, more extravagant version of Denerim's Pearl. Debauchery is only one appeal, though it is indeed a major one. It is a place where one can go to obtain just about anything they wish, for a price. Think of a common man who dreams to be pampered as a noble. Think of a person who longs for the abstract reality of the Fade but who is limited by the fear of demonic possession or, in the case of a non-mage or a dwarf, is totally bound to the physical world. Think of a wealthy man whose true pleasures in life are the finest foods and drink. To fulfill these wishes was Lord Cabal's own dream so, in a way, Violent is a manifestation of itself.

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Modifié par Lord of Fangs, 20 août 2010 - 11:00 .


#29
Awildawn

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You know that this is incredibly beautiful don't you ? I hope it's not an area where the player gets to go only once. It would be a waste.

#30
Lord of Fangs

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Awildawn wrote...

You know that this is incredibly beautiful don't you ? I hope it's not an area where the player gets to go only once. It would be a waste.


Thank you so much for the compliment. "Beautiful" is probably the best compliment I could get for this...I was going for something that conveyed a feeling like that. It's meant to be a a place of intrigue, mystery and almost deadly beauty rather than being just some shamelessly over-the-top,  lawless place where someone can buy a song, a beer and a prostitute for a couple silver. I wanted to avoid a modern "night club" feeling but at the same time create something similar that fit within the Dragon Age setting.

It will be a location of several points of interest, quests and important NPCs.

Modifié par Lord of Fangs, 21 août 2010 - 12:42 .


#31
DiceDiceDice

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Great work. Subscribed!

#32
Challseus

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I have to chime in and say that this area looks very good, indeed!

#33
hed777

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Seriously professional looking interiors. I'm dying to see this in my game.



Best of luck!

#34
-Semper-

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looks good - but i would tone down the overall brightness. right now it seems way too bright for my personal preferences ;)

#35
Guest_dewkl_*

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very creative use of assets, none of these areas look anything like the official game. I had to look very closely to identify the assets. Is that fog I see on the ground in the purple/violet room? It looks very discreet (in a good way). Is it an official vfx or something you made yourself?

when will we see the release? what length are you going for?

Modifié par dewkl, 24 août 2010 - 04:00 .


#36
Lord of Fangs

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That is indeed "fog" on the ground in Violent- it's a combination of the swamp gas and dark fog VFX's, played with to appear more subtle.

As for release...I really can't say. I don't want to give a date or anything but right now based on what I want to have in the final product, I'd say it's only about 15 or 20% done. Not really sure about the length, my goal is about 3-5+ hours in the final game, depending on whether or not sidequests are done, but if someone is a fast player...you know how it is. =p

With all that said, I'm thinking about putting all my current efforts into the opening act (aboard the Ventosus Tern) and releasing that so I can get something playable out more quickly. The rest of the game is significantly longer than that though, and the opening act is more about presenting the story than combat (though there will be some combat aboard the ship).

Modifié par Lord of Fangs, 24 août 2010 - 01:20 .


#37
Starlight

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You have put the Dwarven placeables and area into good use. It looks completely new and incredible!

#38
Guy4142

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This looks great, keep up the good work!

#39
Lord of Fangs

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Spotlight: The Ventosus Tern

The Ventosus Tern is the setting of the opening act of the Dragon Age: Origins standalone module, Shores of Voline. The Tern is a fully-explorable (both above and below deck) merchant ship comprised of over ten areas and teeming with potential friends and foes, allies and lovers, traps and treasure. The voyage begins as you barter passage to Cumberland from the port of Amaranthine. Grab a spot on the floor of the hold (or a bedroll if you're lucky!), mingle with the other travelers and prepare for adventure on the high seas.

* * *

Originally owned by an Orlesian man by the name of Lazslo, the Ventosus Tern was known as Sweet Evelyn's Voice until it was acquired by Ciullo Almedis, a merchant prince of Rialto. The Tern is named for the eponymous seabird with a migration route that takes it from its breeding grounds on the islands that dot the Ventosus Straits south of Seheron to the frozen coasts of southeastern Ferelden, symbolic of the ship's wide trade route along much of Thedas' eastern coastline. As is common practice amongst trade vessels, the Tern is known for taking on what passengers she can carry for a fee.

Once Almedis owned the ship (a prize in a game of Go between he and Lazslo, if the most popular rumors are to be believed), he took liberty in making many additions and changes to the décor, likely as a friendly jab at her former owner. Of particular note are the great carvings of the Tern's namesake at the prow and stern.

The members of the crew, though technically under the employ of Almedis, are fiercely loyal to the ship's captain, Ellis Karn of Antiva City.

* * *

With the Tern, as with the rest of the locations in Shores of Voline, the ultimate goal was for it to stand out. One of the goals of the mod as a whole is to provide a new adventure for players who enjoy the feel of Dragon Age's original campaign. To that end, I'm not planning on having any new classes or abilities.

What!? No new classes or abilities? I'm not playing this dumb mod then!

If it ain't broke...well, you know. And this is a Dragon Age -mod-, after all. I wanted the game to stand out with strong level design and storyline- to feel like a new experience without necessarily feeling like an entirely different game. I found that, after playing through Awakening, I longed for Origins again. The lack of my Origins companions aside, I couldn't put my finger on it for the longest time, but I have finally pinpointed at least one major factor. My Warden was too strong. Nearly every ability in Awakening was over the top and obnoxiously powerful. Even on the high difficulty settings, with my new abilities and god-forged equipment, I was mowing down legions of foes with ease, and that was without abusing the dominant mage spells (*cough* handofwinter *cough*). My Warden on his own was ridiculously awesome, as Zevran might say, my party unstoppable. We tore them apart, as Morrigan often suggested in an earlier adventure. Our foes looked too incompetent, and it was embarrassing, as Lel...you get the idea. This was fun, don't get me wrong- I did enjoy Awakening, but there has to be a reason I only played through it once and Origins five or six times, right? I liked that, despite being a Grey Warden and opposer of evil, I -could- fail. I liked that I felt -human- (or mortal, for those whose characters can't make such a claim :D).

Hopefully there are other players like me who will appreciate the vanilla feel of Shores of Voline in terms of the player and his or her party's power, but a little something new in terms of what you encounter and experience. After all, Voline is very different from the rest of Thedas. The barrier is not only cultural but physical- it is a free city with its own laws, customs and history, located quite far out to sea.

With the professional quality of mods out there that I've seen, the bar has been set pretty high, especially considering the fact that I don't have the advantage of a development team. Thus the Tern was born- an opening that I hope will provide a fun and unique experience.

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#40
Sue

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You have done an incredible job on this. Beautiful!!! Can't wait to try it out when it is released.

#41
Challseus

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Right, so I've said it before, and I'll continue to say it as you continue to add beautiful screenshots like this: This looks AMAZING!

#42
AmstradHero

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I have to ask - where did those ropes on the deck come from? I was looking for ropes like that for some of my levels but couldn't find any.

#43
Guest_jonv1234_*

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this looks really great. Who needs any stinking dev team anyway!! way to go showing that indie guys have the chops.

#44
FergusM

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This is absolutely beautiful. As someone who fights every day to make something half-decent looking in the level editor, I very much admire the quality of your work.

EDIT: Amstrad, the coiled ropes are prp_fcirope, the outstretched ones are prp_clothsrope.

What is that sail, though?


And, oh gosh, how long did the ripple effects around the ship take?

Modifié par FergusM, 29 août 2010 - 09:51 .


#45
Lord of Fangs

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Thanks for all the replies and kind words! With the amount of time and work that goes into level creation, I truly appreciate the compliments. :)

The ripples/wake wasn't so bad- lining them up was kind of a pain (if anyone knows a way to make VFX move properly in the level editor as they would ingame without wiggling the viewport around, my middle mouse finger wants to know!) but I'd say it took a little less than an hour to get it looking the way it does in the screenshot.

At first, I had an entire system of sails using carpetb_l_02 models and spent a good amount of time putting them together. I figured it would be easier since they were large models, but once I had them all in place, I tried to test the level and it turned out the carpet models created an absolute pathfinding nightmare...so I learned the hard way to ALWAYS test your levels if you plan to spend a long time on one thing. =p Then more time was spent looking for a way to circumvent default pathfinding as I didn't want to restart. But the sails are now made out of many prp_wallhang_03's and prp_wallhang_06's, which I think look much better than the carpets (and were a lot easier to put together since they're double-sided). These don't affect pathfinding and I think the little "bar" at the top of the model helps the sail visual...here's an upclose:

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Modifié par Lord of Fangs, 29 août 2010 - 10:24 .