They just buy the trees from speedtree.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...
The Wizard's Apprentice II: Development Update
#51
Posté 10 février 2011 - 12:37
#52
Posté 10 février 2011 - 05:55
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
Posté 17 février 2011 - 12:48
**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
Posté 17 février 2011 - 01:08
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
Posté 17 février 2011 - 04:47
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
Posté 17 février 2011 - 04:48
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
Posté 17 février 2011 - 05:37
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.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.
#58
Posté 17 février 2011 - 11:23
Its going to be worth it, though. This will make invisibility/stealth a lot more useful.
#59
Posté 02 mars 2011 - 03:57
#60
Posté 27 mars 2011 - 03:19
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
Posté 27 mars 2011 - 12:17
Are the slum buildings tintable? might help to get a snowy effect on top, not sure?
PJ
#62
Posté 17 avril 2011 - 06:43
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
Posté 08 mai 2011 - 01:34
Video Link
#64
Posté 08 mai 2011 - 01:40
#65
Posté 14 mai 2011 - 03:49
#66
Posté 14 mai 2011 - 06:32
#67
Posté 14 mai 2011 - 08:36
#68
Posté 14 mai 2011 - 11:27
#69
Posté 15 mai 2011 - 02:51
#70
Posté 15 mai 2011 - 04:12
#71
Posté 15 mai 2011 - 04:16
#72
Posté 15 mai 2011 - 04:19
#73
Posté 15 mai 2011 - 04:23
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
Posté 15 mai 2011 - 04:38
#75
Posté 15 mai 2011 - 05:41
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.





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