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The Last Days of the Raven - Update


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#26
dunniteowl

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Don't judge a temple by it's cover.

dno

#27
M. Rieder

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Well done sir!

#28
PJ156

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Image IPB


My first draft for the level up area, this area will also appear in Sheep and Stone v5.

Cheers,

PJ

Modifié par PJ156, 05 décembre 2010 - 11:13 .


#29
dunniteowl

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Nice!

dno

#30
M. Rieder

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I'm not sure if that bridge meets OSHA standards.

#31
PJ156

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1855x803http://img225.imageshack.us/img225/3969/ruin.jpg[/IMG]

PJ

#32
Hoegbo

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really good looking screens !

#33
PJ156

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Things are moveing along nicely. One subplot to complete (The woodcutters tale). Then it is npc's, romances and then on to playtesting.

Hopefully that will be in Feb Image IPB

PJ

1920x1080http://img413.imageshack.us/img413/7163/druidsc.jpg[/IMG]

The woodcutters path

1920x1080http://img218.imageshack.us/img218/5072/libruary2.jpg[/IMG]

The great libruary

#34
Shaughn78

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These are some great screen shots. Especially like the copper temple. I will likely be stealing the book/tintable wall idea. Is there also a green lighting in that area too or just the green VFXs?

#35
PJ156

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Thanks

There is some green light as well as the VFX I found it looked, well ... greener.

The tintable books are realy versatile. There is one which takes a brown tint nicely I have used to give a leathery interior wall. Also some have faint patterns on giving the wall an arcane look.

PJ

#36
M. Rieder

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It looks great, PJ. Glad to hear things are progressing well.

#37
nicethugbert

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NEAT!

Just got an idea for swamps.  Since green is such a popular swamp color, how about a bit of green fog, not too tall.  That way it has the impresson of being gassy and stinky but you still see a sky, as you'd expect.

Oh, and about humans and darkness, how about seeing-eye-dwarves?

Modifié par nicethugbert, 09 janvier 2011 - 01:02 .


#38
PJ156

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The swamp idea is a nice one, I wonder if it could be mixed with thayan mist to get some movement in there.

PJ

#39
PJ156

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I am playtesting now while I inject the last few convos and side areas, and I have sorted out the artwork I want to use.

1920X1080http://img69.imageshack.us/img69/5406/frostyx.jpg[/IMG]

Mountain pass.

PJ

Modifié par PJ156, 16 janvier 2011 - 10:44 .


#40
M. Rieder

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Looks really good PJ. I like the symbol you have used. I see we are in for a snowy treat.

#41
dunniteowl

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Love that screenie. Sorry, would have commented sooner, but I've taken a mental holiday over the last week or so. Great stuff, PJ.



dno

#42
PJ156

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Thanks DNO,

I sorted out the bugs and now I have a campaign module that is ready to recieve both future additions and TLDotR's two preceeding modules (eventually).


1920x1080http://img703.imageshack.us/img703/3654/theneverwinterroad.jpg[/IMG]

Like my signature says, I am 80% complete. On my scale that's playtesting time. First by me and then when the Beta bugs are squished, by kind volunteers - do I have any kind volunteers?

PJ

#43
Dorateen

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Sounds like you are right on target for that late winter/early spring release. I'll be looking forward to reaching Thunder Bay.

Wish I could help with the testing, but I haven't the time right now.

That snowy screenshot with the Frost Giant from a few updates back is amazing. Although, personally, I have just about had enough snow where I am, may Auril be cast into a furnace.

Harumph! 

#44
PJ156

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Thanks Dorateen,

Faralla has the bed pan warming for you. Make sure you comb your beard.

PJ

#45
M. Rieder

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Another great screenshot! Glad to see there are plenty of trees! :)

#46
Quixal

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M. Rieder wrote...
Another great screenshot! Glad to see there are plenty of trees! :)

Indeed, though they are obscuring our view of the forest.

Keep up the good work.
/says the lazy consumer who has done little more than doodle around in the toolset

#47
PJ156

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Thanks for the comments,

I have gone with more trees in this one. I would not want to upset anybody.

Players thoughts and ideas are welcome, bring it on. My first save backup for this mod was June 4th last year, it would be a wasted eight months if there were no consumers :)

PJ

#48
Guest_Chaos Wielder_*

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My only suggestion with the latest area would be to try adding some slight height variation off the road. It doesn't have to be major at all, but the ground just looks a little too flat(left side of the screenshot in particular).



I like your division in the road! Especially how the edges are *barely* brown while leading into the main coloration. That's an example of good texture blending. Keep it up!

#49
PJ156

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Chaos Wielder wrote...

My only suggestion with the latest area would be to try adding some slight height variation off the road. It doesn't have to be major at all, but the ground just looks a little too flat(left side of the screenshot in particular).

I like your division in the road! Especially how the edges are *barely* brown while leading into the main coloration. That's an example of good texture blending. Keep it up!


Thanks for the suggestion CW. I will go back into the area and have a look. The left side does look flat.

Never too late to bake :)

PJ

#50
PJ156

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More playtesting and a longer to do list Image IPB


1920x1080http://img163.imageshack.us/img163/8972/beachbattle.jpg[/IMG]

PJ