The Wizard's Apprentice II: Development Update
#76
Posté 15 mai 2011 - 05:42
Good call on changing the default death script. Saves a ton of time.
#77
Posté 16 mai 2011 - 02:33
It would be great if UI use could somehow be implemented to do arcade style jumping from plat form to moving platform.
#78
Posté 16 mai 2011 - 06:46
#79
Posté 16 mai 2011 - 09:41
#80
Posté 27 mai 2011 - 12:21
Modifié par M. Rieder, 27 mai 2011 - 12:29 .
#81
Posté 27 mai 2011 - 12:22
400x250https://lh5.googleusercontent.com/-MpSqRaZO6C4/Td7s6jmMhwI/AAAAAAAAAKA/3eosia66zOw/s1024/NWN2_SS_052611_201204.jpg[/img]
400x250https://lh4.googleusercontent.com/-xjQAPgH9MiU/Td7s66B6zUI/AAAAAAAAAKE/x_TFFAn8AlQ/s1024/NWN2_SS_052611_201318.jpg[/img]
Modifié par M. Rieder, 27 mai 2011 - 12:23 .
#82
Posté 27 mai 2011 - 12:25
/Fixing the walkmesh for that must be a pain.
#83
Posté 27 mai 2011 - 12:32
kamal_ wrote...
That looks great, did you YATT it?
/Fixing the walkmesh for that must be a pain.
Thanks, glad you like it.
I used the MATT. It takes longer, but it's better for the little details. I used TerraCoppa for the border non-walkable areas. I copied from some of the mountains I made in other areas and did some elevation changes. Saved hours of texturing.
Oh yeah, that reminds me... the walkmesh.... still haven't done that part yet. Yeah the walkmesh is a pain. So is the texturing.
Modifié par M. Rieder, 27 mai 2011 - 12:41 .
#84
Posté 27 mai 2011 - 06:08
#85
Posté 27 mai 2011 - 02:34
#86
Posté 27 mai 2011 - 02:46
Someone actually did snowballs in nwn1.
#87
Posté 27 mai 2011 - 03:14
RE the sliding, you might be able to do it via a UI or even a la Lute Hero with a UI and conversation, though it would be awkward either way. Even just a cinematic is pretty cool, imo.
#88
Posté 27 mai 2011 - 03:49
I suppose that I could modify the boulder throw mod a little bit and have snowballs but I don't want to mess with kaedrin's compatibility.
@The Fred,
I think that a UI would do the trick. I'm imagining a left and right button for steering, dodging ice trolls and trees.... sounds like fun. Maybe increased maneuverability for skill ranks in tumble...
#89
Posté 19 juin 2011 - 01:49
Up to 19 areas complete. Around 40,000 words of dialogue. Well over 100 scripts and tons of custom content, I'm up to about 20 individual .haks. Don't worry, I'll merge them before release. I'm closing in on my second round of playtesting which roughly marks the 2/3rds point.
Progress is still steady, but I am hesitant to name a release date just yet. In the next several months, I will probably be able to get a feel for a realistic release date and will be able to notify probably 1-2 months in advance.
#90
Posté 19 juin 2011 - 10:30
I've coded a series of spells (realtime not for the Turn bases system) that are partially inspired from Baldurs Gate 2 and mostly actual D&D magic to expand the versatility of the wizard / sorceror classes.
I have about 60 new spells ready and tested, amongst which the Contingency, Repulsion, Spell Turning and Wish spells as well as the spell casting modes and visuals for Shadow Magic which enhances certain schools caster levels, can't cast light spells and impairs some other schools. Blood Magic, which doubles caster level but costs health to use. And Circle Magic, which ties the mage to a circle leader who can cast spells increased by half of the joined mage's total caster levels. (can be really powerfull if you have a big circle)
I'll PM you a list if you want, it's too big to post here and I'd feel like drawing attention from your project, which I am eagerly waiting for
Modifié par BartjeD, 19 juin 2011 - 10:34 .
#91
Posté 19 juin 2011 - 11:23
I actually thought that your sliding animation might be quite cool if you could invoke it over short, steep slopes. Then when a player walked into a trigger, they'd "slide" down the slope as if they'd slipped. A failed tumble could result in taking damage. Maybe you could even add a speed increase so that reckless players could use it as a fast way to slide around (and it'd be hilarious to watch goblins sliding after you, if they have the animations).M. Rieder wrote...
@The Fred,
I think that a UI would do the trick. I'm imagining a left and right button for steering, dodging ice trolls and trees.... sounds like fun. Maybe increased maneuverability for skill ranks in tumble...
#92
Posté 19 juin 2011 - 12:47
That's impressively dense. Chatty!M. Rieder wrote...
Up to 19 areas complete. Around 40,000 words of dialogue.
#93
Posté 19 juin 2011 - 01:06
#94
Posté 19 juin 2011 - 03:25
BartjeD wrote...
I know it's late in the development cycle but I was wondering if you might have a use for some new spells and spell casting forms I've been building? (as this is a module that is about magic and wizardry)
I've coded a series of spells (realtime not for the Turn bases system) that are partially inspired from Baldurs Gate 2 and mostly actual D&D magic to expand the versatility of the wizard / sorceror classes.
I have about 60 new spells ready and tested, amongst which the Contingency, Repulsion, Spell Turning and Wish spells as well as the spell casting modes and visuals for Shadow Magic which enhances certain schools caster levels, can't cast light spells and impairs some other schools. Blood Magic, which doubles caster level but costs health to use. And Circle Magic, which ties the mage to a circle leader who can cast spells increased by half of the joined mage's total caster levels. (can be really powerfull if you have a big circle)
I'll PM you a list if you want, it's too big to post here and I'd feel like drawing attention from your project, which I am eagerly waiting for
I like the idea. I'll PM you now.
#95
Posté 19 juin 2011 - 05:02
Eguintir Eligard wrote...
Thats what his teacher said.
#96
Posté 19 juin 2011 - 05:34
The Fred wrote...
I actually thought that your sliding animation might be quite cool if you could invoke it over short, steep slopes. Then when a player walked into a trigger, they'd "slide" down the slope as if they'd slipped. A failed tumble could result in taking damage. Maybe you could even add a speed increase so that reckless players could use it as a fast way to slide around (and it'd be hilarious to watch goblins sliding after you, if they have the animations).M. Rieder wrote...
@The Fred,
I think that a UI would do the trick. I'm imagining a left and right button for steering, dodging ice trolls and trees.... sounds like fun. Maybe increased maneuverability for skill ranks in tumble...
That's a neat idea. I'll see how that works into the campaign. Im starting to have to put things in a "nice to have" box in the interest of actually finishing. But we'll see what happens.
#97
Posté 19 juin 2011 - 06:03
kamal_ wrote...
That's impressively dense. Chatty!M. Rieder wrote...
Up to 19 areas complete. Around 40,000 words of dialogue.
The first part has a lot of things going on with a lot of NPCs to talk to. The latter parts have a little less density, thank god!
#98
Posté 19 juin 2011 - 06:08
Eguintir Eligard wrote...
Thats what his teacher said.
True, true!
#99
Posté 01 août 2011 - 12:32
Modifié par M. Rieder, 01 août 2011 - 12:33 .
#100
Posté 01 août 2011 - 05:58





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