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The Wizard's Apprentice II: Development Update


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#51
kamal_

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DannJ wrote...
That reminds me - for some reason the winter version of the snowgum in the toolset has no leaves on it, even though eucalypts are evergreen. It's just one of my many biological peeves with this game. It's as if the game designers did absolutely no research in the peer-reviewed biology literature at all...

They just buy the trees from speedtree.

#52
M. Rieder

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DannJ wrote...

M. Rieder wrote...

Those are the snow trees, you just can't tell in the screenshot. 


That reminds me - for some reason the winter version of the snowgum in the toolset has no leaves on it, even though eucalypts are evergreen. It's just one of my many biological peeves with this game. It's as if the game designers did absolutely no research in the peer-reviewed biology literature at all...

Come to think of it - why does the wyvern model have external ears? Aren't they supposed to be reptiles? Another one to add to the list!



The bifrucation of the sepals is all wrong too!  I almost didn't buy the game because of that!

#53
M. Rieder

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I am implementing a new system of conversation triggers which will take into account invisibility and stealth when starting conversations. Now, instead of a conversation occurring automatically even if you are invisible, ethereal, or stealthy, you have a choice to initiate conversation or combat on your own terms, without the NPC automatically going into the conversation. Just adds a little bit more realism and allows you to take advantage of invisibility and stealth a little more.



**WARNING**

If you just sneak up and kill everyone, you will miss out on alot of plot subtleties, roleplay opportunities, and some pretty kick-ass items.

#54
Alupinu

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M. Rieder wrote...

You can expect more dialogue in TWA II.  I have decided to try to give each NPC their own conversation and a little more history.  In TWA each villager just responded with a random canned phrase.  In the sequel, everyone has something to say. 

Matt



Every NPC with their own conversation? Wow, either it’s a small town or you have a lot of work cut out for yourself. LOL I wish I had that kind of patients. Good luck!
 
BTW, nice screen shots.

#55
M. Rieder

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Alupinu wrote...

M. Rieder wrote...

You can expect more dialogue in TWA II.  I have decided to try to give each NPC their own conversation and a little more history.  In TWA each villager just responded with a random canned phrase.  In the sequel, everyone has something to say. 

Matt



Every NPC with their own conversation? Wow, either it’s a small town or you have a lot of work cut out for yourself. LOL I wish I had that kind of patients. Good luck!
 
BTW, nice screen shots.


Three are about 20 NPCs in the town so far.  The town was the first place I made, so they are already done, thankfully.  It was alot of work.  I've been putting alot of conversations in and yes, it is very time consuming, but also is alot of fun.  Really makes things come alive.  Thanks for the comment and I'm glad you like the screenshots.

#56
M. Rieder

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M. Rieder wrote...

I am implementing a new system of conversation triggers which will take into account invisibility and stealth when starting conversations. Now, instead of a conversation occurring automatically even if you are invisible, ethereal, or stealthy, you have a choice to initiate conversation or combat on your own terms, without the NPC automatically going into the conversation. Just adds a little bit more realism and allows you to take advantage of invisibility and stealth a little more.

**WARNING**
If you just sneak up and kill everyone, you will miss out on alot of plot subtleties, roleplay opportunities, and some pretty kick-ass items.



If you are in stealth mode, you will have to roll your hide and move silently vs the NPC's roll to see if you stay hidden or are seen and have to talk on the NPC's terms.

#57
Quixal

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M. Rieder wrote...
I am implementing a new system of conversation triggers which will take into account invisibility and stealth when starting conversations. Now, instead of a conversation occurring automatically even if you are invisible, ethereal, or stealthy, you have a choice to initiate conversation or combat on your own terms, without the NPC automatically going into the conversation. Just adds a little bit more realism and allows you to take advantage of invisibility and stealth a little more.

Nice. This is something I wish had been in the game from the start, though I do understand not allowing it was a design decision to prevent important plot points from being skipped.

#58
M. Rieder

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Yeah, the whole important plot thing is going to be tricky. I am just going to have to make sure I have good explanations for why certain NPCs were able to confront the PC even though he/she was invisible/stealthy/ethereal etc...



Its going to be worth it, though. This will make invisibility/stealth a lot more useful.




#59
M. Rieder

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The Wizard's Apprentice 2 has been initially tested with Kaedrin's and appears to work. I have found no bugs. As far as I can tell all classes, feats, and spells are working. TWA2 does not have kaedrin's built in, but if someone has the single player version installed, they will be able to access all kaedrin's content in the game.

#60
M. Rieder

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Hello all,

I am progressing steadily and experimenting with pushing the fog back to reveal more terrain and provide a grander view.

Here are some screenshots:

400x300https://lh3.googleusercontent.com/_9ocWRSkzdqs/TY6sRgnKwEI/AAAAAAAAAG0/qEE16htLT1w/s1152/Fullscreen%20capture%203262011%20111431%20PM.jpg[/IMG]




400x300https://lh3.googleusercontent.com/_9ocWRSkzdqs/TY6sR5WlRcI/AAAAAAAAAG4/TGt7O63hY5U/Fullscreen%20capture%203262011%20111624%20PM.jpg[/IMG]

Modifié par M. Rieder, 27 mars 2011 - 03:26 .


#61
PJ156

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Very good looking area. The inside of the compound makes me think of icewind dale. I like the use of the stone balcony for seige engine placement.

Are the slum buildings tintable? might help to get a snowy effect on top, not sure?

PJ

#62
M. Rieder

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I have added a companion reputation system similar to the one in MOTB, and I have also added a romance system. Romance will be tracked separately from companion reputation so that you can still have the benefits of a close friendship with your companion if you choose to forego romance. You also avoid the awkward "let's just be friends" conversation that inevitably comes if the two are not separate.

Currently you will receive bonuses for improving your reputation with your companions, while romance is completely for roleplay and will not yield any other bonuses.

You will be able to check the status of your romantic involvement and your reputation with your companion by speaking with your companion.

#63
M. Rieder

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I've been working on adding some new action sequences to TWAII.  Here is one in which the PC takes a slide down a treacherous slope.

Video Link

#64
Arkalezth

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Nice vid! Reminds me of Mario 64.

#65
M. Rieder

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More re-skins for the campaign...

400x300https://lh6.googleusercontent.com/_9ocWRSkzdqs/Tc36rsU-0aI/AAAAAAAAAJE/uWGarxp3gmE/s1600/Fullscreen%20capture%205132011%20114253%20PM.jpg[/img]

#66
M. Rieder

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More orc re-skins...

400x300https://lh3.googleusercontent.com/_9ocWRSkzdqs/Tc7J5kj2b4I/AAAAAAAAAJc/KS_haBMOJ6o/s1024/Fullscreen%20capture%205142011%2022657%20PM.jpg[/img]

#67
kamal_

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Looking forward to warming them up.... with my FIREBALLS!

#68
M. Rieder

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I can promise aple opportunity for orc-roasting. Nothing to set the mood like a dozen or so smoking orc corpses. Good times...good times...

#69
Eguintir Eligard

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maybe u can set their skin vfx to black if the killshot involves taking fire. I think ill do that next time for sure

#70
M. Rieder

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I really, really like that idea.

#71
Eguintir Eligard

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go ahead and snake it. I think I may go 1 step further with a little chimney vfx (black puffs) that gets destroyed in about 30 seconds.

#72
Eguintir Eligard

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ps to quickly accomplish this for ALL creatures, make a campaign script with the same name as the default death scripts. It will override it. What you can do is the process to change skin tints on death, and then copy paste the rest of the death script code so all other functions act as normal. This way you dont have to rename death scripts on every new creature.

#73
Shaughn78

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That sliding video is great!

So will there be a chance to wipe out at the bottom. The character will end up sitting at the base of the slope, dazed and their inventory scattered all around them....

Modifié par Shaughn78, 15 mai 2011 - 04:23 .


#74
Eguintir Eligard

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judging by the fact that the slide is in a conversation mode, the player isnt controlling the slide. Its cinematic

#75
M. Rieder

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I haven't really worked out a good way to control the slide. Right now, if I allow the player control, they could just as easily slide uphill as down.

I imagine the best way would be to use some sort of UE with L and R buttons that change the direction of travel, but I'm not sure how I would do that.