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"The Dragon Dynasty" Announced


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#26
Guest_Chaos Wielder_*

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Seems like everyone here likes doing Oriental Mods. ^_^
You can't ever have too many, honestly.

Glad to see another project in the works!

#27
Arkalezth

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I was taking a look at your other screenshots. What does the option "rest with teddy bear" do?

#28
M. Rieder

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In my state, it will get you arrested.

#29
Quixal

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The Fred wrote...
Given that I knew relatively little about this subject (I can't even remember why I chose it), I have indeed had to do some reading around it, though I've kind of decided to take the line that my setting *isn't* feudal Japan, and if something seems historically off, well, it isn't history - it's something like it. If you have any good sources, I wouldn't say no, though.

It seems the box of books in question didn't make it through the last move and is in storage. I will see if I can still come up with a recommended reading list. Most of what I found was in terms of philosophy and social interaction so it may or may not be of any use to you, depending on how closely you want to mimic the actual culture. I remember it being fun research, but I could see too much minutia detracting from the mod.

#30
The Fred

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manageri wrote...
Are you redoing all crafting and are you making any changes beyond a better UI?

The UI is just part of a whole new system I'm building; however, I'm probably going to put much the same recipes into it, at least as a base. This system lets me make 2da-driven recipes with various requirements and is a lot more visual than the OC one. I'm not sure quite how it compares with the SoZ one, but the thing is that it's easier for me to change, expand or adapt something I've built myself.

Arkalezth wrote...
I was taking a look at your other screenshots. What does the option "rest with teddy bear" do?

Ah, that was a beta test shot. I just wanted to make sure I could add options to the UI and it would scroll down etc. (hence the big chunk of garbled text). At the moment I just have the default rest, rest in armour and wait options, though I am thinking various rituals and so forth will be accessible from the same menu. Probably there will also be options to cast planned resting spells, like Mordenkainen's Private Sanctum, if I add them etc.

#31
The Fred

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Just been messing about with a few things, thinking of adding a "Shield Bash" feat and whatnot. Still a lot of the bigger things to deal with, but I need to do Project T first.

#32
The Fred

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Just another post on some of the things I've been doing. Recently I've done a little more work on the deities - these are important for my planned changes to the clerics, amongst other things. The plan is to stick to maybe a dozen at most in the main pantheon, then maybe a few for other races, a few foreign deities, etc. I'm well aware that newly made-up deities have non of the traction or pregained knowledge that D&D or, say, Roman/Greek deities have, so I'm trying to keep things simple so that I can build up a personality for each of them without diluting them.

Connected to this, I'm also going for a whole new cosmology, which I haven't finalised. The idea of planes will still exist, but I'll probably avoid naming "planes" ever. Rather than inner and outer planes, and so forth, there may just be a single other world where demons and things come from (the equivalent of the Shadowlands of OA sourcebooks). Ethereal Jaunt and similar spells are being renamed and tweaked simply to give the caster ghost-like properties, and the Planar Binding spells have been renamed to Bind Demon (and are no longer alignment-dependant). I'm thinking there will be some sort of celestial realm, though not necessarily accessible, and possibly an Underworld (I might even make this a "ghostwalk" campaign - i.e. you can physically walk into the world of the dead, Hades-style). I'm still brainstorming and throwing ideas around a bit at the moment, but it's taking shape.

This week I'm going to be trying to work mostly on Project T, though, since I haven't done much on that yet, and then I'm away for a bit, but I'll post up updates when appropriate.

#33
M. Rieder

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That crafting GUI looks really great!

#34
The Fred

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Thanks. Most of what I've been doing so far is scripting systems and stuff, which generally doesn't make for good screenshots, so there's not a lot to show, as of yet, but I'm trying to force myself to lay all the groundwork first, rather than end up with the vast sprawl of half-finished areas I had in my old NWN1 project way back when. I might grab a shot of the Noble House window, though (not much to look at, it's basically the Crossroad Keep report, but it's nice).

#35
kamal_

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The Fred wrote...
 I might grab a shot of the Noble House window, though (not much to look at, it's basically the Crossroad Keep report, but it's nice).

Someone else doing a stronghold! yay!

#36
Arkalezth

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Yes, more strongholds would be cool. Kamal, were you finally able to make yours work (time passing mainly)?

#37
The Fred

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I guess what I am doing at the moment is technically not a stonghold as per say, but it comes to much the same thing. The player will have to manage resources and personell just as in the OC Keep. They will have samurai and agents instead of sergeants, and various house assets (dwarves, for example, will start with mines, which provide a good income).

Here is a screenshot of the window, accessible from the player pop-up menu (the tooltip still says World Map, for some reason):
Image IPB

#38
The Fred

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No updates for a while, 'cos I've not done much for a while (been busy, and when not I've been working on Project T, etc). What I have done hasn't been very good for screenshots, it's mostly scripting and things.

I've been doing more work on the Noble House system, but I kind of want players to be able to control multiple provinces etc, so I've held off from most of the stronghold stuff.

I also have a lot of work to do on the various systems (such as the taint, rest and crafting systems) and the main story (I have very little idea what's actually going to happen, yet).

I'll see if I can get you guys some more screenies, though.

#39
M. Rieder

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Hey, I know I'm about a month late, but I just saw your house management system and that is really a cool idea. I'm a big fan of that apsect of the game but haven't really seen it well done in any mod I've played yet. What are some of the features of your house management system?

Nice UI too.

#40
The Fred

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Atm, it's basically just a UI which I fill with various details based off variables.
Basically it will work a little like the Crossroads Keep system. Stuff updates in "turns" (which I think are meant to last about a month) and your stats change each turn.
Right now your numbers of peasants and things change and you collect and pay tax, changing your treasury accordingly. I've also started an automated events system where every so often, plagues and things will hit. You can change your tax rates which affects your income and popularity, and if you get unpopular tax evasion increases so you have to go around and beat up peasants to make sure you keep getting your money.

I've also just started working on bits for assets and agents. Though you can't really get any yet (the system will go hand-in-hand with the story), you will be able to have samurai and agents such as assassins, spies etc. Currently I have the variables to handle all these things, so the window will display them if they are added, they just don't really do anything yet.

I'm hoping that eventually players will be able to play a strategy-like game (kinda like what Knightmare's doing with his goblins, I believe) as an alternative way of solving issues and completing quests etc.

#41
nicethugbert

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NEAT!

#42
The Fred

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I've just been working an a few rules and engine/systems stuff, as and when I feel like it.

Some of you guys may remember I was thinking about Wildshape a while back. Well, I've only just really gotten 'round to doing anything about it. I've renamed the hard-coded Natural Spell feat and renamed it with a new one so that I can control polymorphed spellcasting better. Whenever a Druid with the new feat wildshapes, the old feat is added to their newly-acquired creature hide, allowing them to cast spells just like normal - but I can also do the same when other casters take on other forms, if I want to. I'm also going to add Kaedrin's fixes (or something like them) to preserve spell slots etc, and on the to-do list is making sure that Druids only get the highest of monk and armour AC and things to avoid abuse.

However, I plan to go a lot further than this. I'm hoping to replace humanoid forms with a "fake" appearance and stat change, rather than an actual polymorph, so that players can still use equipment and feats, etc. There are a plethora of issues with this, though, like level-up and character exporting etc so it's not something I've tackled yet. I also want to make polymorph a plot option for certain circumstances, such as turning into a boar or badger for espionage and so forth. Hopefully this will make polymorphing a bit more useful and less dodgy as regards the rules.

#43
The Fred

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If there's one thing this project is likely to suffer from, it's feature creep. Right now I've started, on a whim, working on "dream magic". What is this? It's a useful espionage tool. Here's the in-game description:

"We create the world of the dream. We bring the subject into that dream, and they fill it with their secrets. Then, we break in and steal them. Only thing is, it's not strictly speaking legal."

Dreams are a staple of many good games and stories (think BG, HotU), and PnP contains a few dream-related spells and items, such as Dream and Nightmare. I'm thinking of implementing these or similar spells as other non-combat ways of solving certain quests. At the moment, Dream Magic is only going to be accessable through certain quests and plot items, but could end up becoming a big part of the story.

#44
Morbane

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The Fred wrote...

"We create the world of the dream. We bring the subject into that dream, and they fill it with their secrets. Then, we break in and steal them. Only thing is, it's not strictly speaking legal."

.


Inception?

#45
The Fred

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OK, you got me. I nicked that from the Toy Story 3 trailer. I haven't actually seen the film yet, but it looks kinda creepy.

#46
The Fred

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I'm also gradually adding new screenshots to the project page, like this one:

Image IPB

This is a bit of an experiment with grass and water. It's part of a small terraced rice farming area, actually one where the PC will be able to go and beat up peasants if s/he's a noble, though if it turns out well I may cut and paste it for other use.

The images are coming in in dribs and drabs at the moment, as I say I'm just pottering along with this as usual, and when I do do stuff it's often not screenshot-worthy, but I should get one or two up every now and then.

#47
Lugaid of the Red Stripes

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You should check out my rice paddy area in the Danaan Unvanquished (link below), Ranzhuang. I got the villagers to do a fairly convincing paddy-weeding animation, might be worth borrowing for your module.

#48
Banshe

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Morbane wrote...

The Fred wrote...

"We create the world of the dream. We bring the subject into that dream, and they fill it with their secrets. Then, we break in and steal them. Only thing is, it's not strictly speaking legal."

.


Inception?


Haha. That is what I thought too. I hated that movie. It wasn't a particularly clever idea and they tried to pretend it was deep and "Matrix"-like.

As for this idea about a dreamscape, I'm all for it as it adds an interesting element (so long as it isn't "Inception" like). ;)

#49
kamal_

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You can check my path of evil screens as well. I did terraced rice farming in the farms around the stronghold. I'm sure I put up a screen of the area.

#50
The Fred

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Banshe wrote...
Haha. That is what I thought too. I hated that movie. It wasn't a particularly clever idea and they tried to pretend it was deep and "Matrix"-like.

As for this idea about a dreamscape, I'm all for it as it adds an interesting element (so long as it isn't "Inception" like). ;)

I liked the film, but I did feel that it was made out to be something it kind of wasn't. The plot was actually kind of linear, but if you ignore that and the whole "this was created by the US military, deal with it" hook (I didn't think anyone would actually use that any more) I thought it was kind of cool.
Anyway, I suppose the concept will be similar to Inception in that you'll be able to use dreams as a form of espionage, mostly to spy on people, or to give them ideas (a nightmare could be a bad omen for a military commander the day before a battle; equally, if you could give dreams of victory to a large number of soldiers, you could massively boost morale - just two examples).

R.E. The rice fields, I was planning on a big, many-leveled terraced design - something like this:
Image IPB

Because of the water limitations (only one height per tile) and the fact that this particular area is only meant to be a small and rather minor one (where you can go to beat up peasants), I've moved just to having a few big water areas like that one, at different heights. I'll probably put more in the border regions, but I'm going to put some huts and things in too.

Modifié par The Fred, 31 mai 2011 - 09:22 .