I'll put the rest of my talk about this little mod in this thread.
What happened to the builder community?
#76
Posté 27 juillet 2011 - 12:38
I'll put the rest of my talk about this little mod in this thread.
#77
Posté 27 juillet 2011 - 02:32
#78
Posté 27 juillet 2011 - 03:25
joriandrake wrote...
all I wonder is when Chally starts to pour out epic mods again...
We meet again, Jorian Drake. Checkout the daily journal link in my sig. Still hammering away at the next Rose of Eternity...
#79
Posté 27 juillet 2011 - 09:33
AmstradHero wrote...
To be honest, I'm not sure DA2 had a negative effect.
I might be a rare case, but DA2 is one of the biggest reasons I've stopped developing for DA:O - because it's so much better. Making encounters for DA:O's iteration of the combat system is just disheartening by comparison!
If we had a DA2 toolset it'd be a different story, but without that...I'm learning Unity.
#80
Posté 27 juillet 2011 - 09:58
Modifié par CID-78, 27 juillet 2011 - 09:58 .
#81
Posté 27 juillet 2011 - 10:10
#82
Posté 27 juillet 2011 - 10:46
#83
Posté 28 juillet 2011 - 08:05
There's lots of people looking for DA:2 combat in DA:O for some reason, despite it being hack n' slash? :S
#84
Posté 28 juillet 2011 - 10:05
Challseus wrote...
joriandrake wrote...
all I wonder is when Chally starts to pour out epic mods again...
We meet again, Jorian Drake. Checkout the daily journal link in my sig. Still hammering away at the next Rose of Eternity...
we always meet, just like tea and biscuits
yes, you do hammer at it, what I worry over is that you will still hammer at it when DA3 is already out
anyway, my offer from a millennia-ago still stands, if you need story help, contact me
#85
Posté 28 juillet 2011 - 10:18
joriandrake wrote...
what I worry over is that you will still hammer at it when DA3 is already out
And why would that matter in any way, shape or form? DA3 is as likely to have a toolset as DA2 (i.e. not at all), but even if it did Origins would remain perfectly viable as a modding platform regardless. A game being a few years old and/or having sequels doesn't invalidate it as a mod option. People are still actively modding games that are a decade or more older than Origins, and few (if any) of those have a toolset with the power of DA's. Why wouldn't you keep using it?
#86
Posté 28 juillet 2011 - 10:46
#87
Posté 28 juillet 2011 - 11:04
Dandynermite wrote...
I'd play a demo first CID, I pre-ordered it and got it the day it came out, I'd pay Game to take it back.
There's lots of people looking for DA:2 combat in DA:O for some reason, despite it being hack n' slash? :S
I am not so worried about it, I got plenty of game in the collection which I haven't played. So in the worst case it will join them. I got plenty of good games in that section aswell, I simply spend more time mooding then I am playing, I have years worth of playing just sitting there on the shelf. But most of them as been picked from bargain bins years after their release day.
#88
Posté 28 juillet 2011 - 11:11
All I can seem to find here are stupid pointless discussions like this one.
#89
Posté 28 juillet 2011 - 11:51
#90
Posté 28 juillet 2011 - 12:07
All you need to do is subscribe to a topic. When you want an overview of all your subscribed topics you simply need to adjust the filter at the top of the page. It's right there next to the search function.
#91
Posté 28 juillet 2011 - 01:46
joriandrake wrote...
my point was the time moving on/years passing by without a release o.O
Any decent sized adventure mod is going to take time to complete. It's not the sort of thing you can just knock out in a weekend. Even if you have a team of people there are only so many hours in a week or month they can commit to modding when they have jobs, family, school, etc. to deal with. Start pushing too hard and most people just burn out, which is why most large mod projects fail. It's like the Tortoise and the Hare. Better to take a slow and steady pace and finish the race in your own time than start off fast only to die of a heart attack 1 lap in.
#92
Posté 28 juillet 2011 - 02:42
Helekanalaith wrote...
"My topics" still exists.
All you need to do is subscribe to a topic. When you want an overview of all your subscribed topics you simply need to adjust the filter at the top of the page. It's right there next to the search function.
Yah, but it's not right there on my home page, I'm lazy that way
#93
Posté 28 juillet 2011 - 09:56
There's lots of people looking for DA:2 combat in DA:O for some reason, despite it being hack n' slash? :S
It's not hack and slash.
It's the same system with the degenerate and broken strategies fixed, the classes balanced, the difficulty levels fixed, positioning fixed, and some neat additions (like force/fortitude).
From my point of view - as a modder who shipped a *lot* of boss encounters for DA:O, the combat system in 2 is a much more fertile ground for creating challenging and interesting encounters. You might have issues with how it was presented in-game (neither DA game is very good at teaching its system, leading to problems with otherwise excellent encounters like Ancient Rock Wraith), but as a tool in our hands it would be superb.
#94
Posté 29 juillet 2011 - 06:26
#95
Posté 29 juillet 2011 - 10:36
Retired now (worked as a developer - not games), and need something to keep the mind sharp.
I'm much more interested in rules modifications and what can be done through the scripting system than adding "new" content in the form of models or skins.
I'm thinking Dragon Age d20, but I'll have to see what can be done. From what I have seen rummaging through the header files, the claim of pulling a lot out of the engine and into the scripts seems true. And performance didn't take a drastic hit - testament to todays computers I suppose.
Ah well, I'll start small and see where I can go. I'd love to get the Lexicon updated with full functions listed instead of stubs, so I may start there if I can.
#96
Posté 30 juillet 2011 - 12:54
DarthParametric wrote...
joriandrake wrote...
my point was the time moving on/years passing by without a release o.O
Any decent sized adventure mod is going to take time to complete. It's not the sort of thing you can just knock out in a weekend. Even if you have a team of people there are only so many hours in a week or month they can commit to modding when they have jobs, family, school, etc. to deal with. Start pushing too hard and most people just burn out, which is why most large mod projects fail. It's like the Tortoise and the Hare. Better to take a slow and steady pace and finish the race in your own time than start off fast only to die of a heart attack 1 lap in.
This pretty much summarizes this thread as a whole. Things just take more time than ever before. I'm not having many issues of "Oh ****, I can't figure this out", it's more of a "Oh ****, this level is taking FOREVER", or "Damn, so much VO to get recorded, so little time".
Add in the fact that player's expectations of the quality of mods have gone up, and that just pushes up the development time even further.
But, what can you do, except just keep hammering away? *shrug*
#97
Posté 30 juillet 2011 - 01:47
#98
Posté 30 juillet 2011 - 05:40
Oh so true. Mods are now frequently looked upon unfavourably if they are "of mod quality." So small teams or individuals are more or less expected to produce content on par with the efforts of large, well-funded game studios.Challseus wrote...
Add in the fact that player's expectations of the quality of mods have gone up, and that just pushes up the development time even further.
Now, speaking for myself, this is something I don't mind. I set a personal standard for myself that I will only release work if I think I'd be happy trying to ask money for it. Of course, I don't (and can't) ask people to pay for my mods - though given the hours and hours I sink into my work going that extra distance I sometimes wish I did/could. Perhaps a "pay what you want" deal would be great for modders - the content is free, but if people want to support the creators, I'm sure they'd more than appreciate it. But I digress...
Players have to keep in mind that if they want to play these "big mods" they're going to have wait a year or two (or more) before they're released because of the time and effort required by people who are doing this as a hobby rather than a full-time paying job. I hope that I'll have a significant audience come (back?) to Dragon Age to play The Shattered War once it's finally finished. I may not, and that's a risk with undertaking a big modding project, but by the end I'll still have created something that I'm happy with.
I mod for the love and the fun of creating, but ultimately the mod itself is for the players. I just hope that they'll be around to enjoy it.
Modifié par AmstradHero, 30 juillet 2011 - 07:51 .
#99
Posté 30 juillet 2011 - 07:52
so emulate the DA2 combat/encounter system in DA:O.
That's fairly complicated from what I've heard and seen myself.
#100
Posté 30 juillet 2011 - 10:17
AmstradHero wrote...
Of course, I don't (and can't) ask people to pay for my mods - though given the hours and hours I sink into my work going that extra distance I sometimes wish I did/could. Perhaps a "pay what you want" deal would be great for modders - the content is free, but if people want to support the creators, I'm sure they'd more than appreciate it.
You could always provide a PayPal link on your blog for donations. You'd hardly be the first modder to do so.





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