New Project: Edinmoor: Broken Vessels
#26
Posté 12 novembre 2011 - 11:21
#27
Posté 13 novembre 2011 - 03:08
#28
Posté 13 novembre 2011 - 02:56
kamal_ wrote...
For PoE I implemented a raging duststorm for that desert canyon, would you like the daynight settings for that? www.youtube.com/watch
Would that be a persistent effect for the area? Or would the duststorm blow in and out at intervals?
Definitely, I would like to see the settings and try it out.
Thanks!
#29
Posté 13 novembre 2011 - 03:11
DayNightSet
There's also plenty of the "Thaymount Dust" vfx.
It would be a permanent duststorm/haze. Since the thay dust is a vfx, that could be turned off. The daynight is clearer at night, but foggier in the day, with the fog being duststorm colored.
#30
Posté 13 novembre 2011 - 06:42
#31
Posté 18 novembre 2011 - 02:09

By dorateen at 2011-11-17
#32
Posté 18 novembre 2011 - 02:28
#33
Posté 18 novembre 2011 - 01:23
#34
Posté 18 novembre 2011 - 02:44
But if I am working with dozens of Thayan dust effects to be destroyed, that could be problematic.
#35
Posté 18 novembre 2011 - 05:29
I also have a dust VFX created for a cutscene I did for Sands of Solvheil III. I plopped it down in the Desert Canyon to see how it looks.
youtu.be/jH8AMNPfQdc
It could be tailored to your preference for color and/or more or less dust pretty easily. It's a single VFX, so perhaps kamal's or this could make it easier for you rather than trying to place a bunch of Thayan dust clouds.
Modifié par JasonNH, 18 novembre 2011 - 05:29 .
#36
Posté 18 novembre 2011 - 06:15
I'd like to check out the vfx blueprint if you could drop it here or PM me.
Thanks!
#37
Posté 18 novembre 2011 - 06:41
fx_desert_wind.pfx
fx_desert_wind.sef
Modifié par JasonNH, 18 novembre 2011 - 06:41 .
#38
Posté 20 novembre 2011 - 10:36
JasonNH wrote...
Okay, I just threw the files into a dropbox folder. It's a simple PFX and the corresponding SEF file, so just copy a placed effect blueprint and assign the effect to fx_desert_wind.
Thanks! I created the new blueprint and put down the desert wind fx in the area. This definitely gives it a dusty, smokey appearance. However, when I set the day/night cycle to true, the character portraits are washed out. Maybe I did something wrong, and have to play around with it some more.

By dorateen at 2011-11-20
Anyway, I'm planning to finish off this area by the end of the month. Then I'll be moving on to the next location as the party advances in levels.
#39
Posté 20 novembre 2011 - 10:43
#40
Posté 21 novembre 2011 - 01:06
Lugaid of the Red Stripes wrote...
Have you tried using the day/night fog to get effect? Make sure to check "use day/night fog color" and set the fog start to 0.
Yes, that seems to have done the trick. I just changed all the fog start settings to 0 in each day/night stage.
Thanks for the tip!
#41
Posté 17 décembre 2011 - 07:33

By dorateen at 2011-12-17
I like using the SoZ Party Chat interface in a situation like this where the characters are confronted with an obstacle while traveling through the wilderness. It allows certain party members, if they are available, to offer a solution to crossing the chasm. Of course, if a player's party composition does not have someone who could be useful, there is another means that can be found through exploration.
Harumph!
#42
Posté 17 décembre 2011 - 08:02
#43
Posté 17 décembre 2011 - 08:05
kamal_ wrote...
I see the party is still level 1, is that by design and the party gains less than 1 level in the canyon, or is this just for testing?
Heh... I cheated, for testing purposes. There is actually lots of combat in the canyon that will bring the party to level 2. Possibly even mid way. I believe they will gain at least two more levels in this area.
#44
Posté 17 décembre 2011 - 10:46
Dorateen wrote...
I like using the SoZ Party Chat interface in a situation like this where the characters are confronted with an obstacle while traveling through the wilderness. It allows certain party members, if they are available, to offer a solution to crossing the chasm. Of course, if a player's party composition does not have someone who could be useful, there is another means that can be found through exploration.
Harumph!
Looking at the text you are still maintaining the PnP feel you have in your other modules. I liked that and look forward to playing this one.
PJ
#45
Posté 18 décembre 2011 - 01:38
PJ156 wrote...
Dorateen wrote...
I like using the SoZ Party Chat interface in a situation like this where the characters are confronted with an obstacle while traveling through the wilderness. It allows certain party members, if they are available, to offer a solution to crossing the chasm. Of course, if a player's party composition does not have someone who could be useful, there is another means that can be found through exploration.
Harumph!
Looking at the text you are still maintaining the PnP feel you have in your other modules. I liked that and look forward to playing this one.
PJ
Thanks! As a matter of fact, that little bit was inspired when I was reading through the Pathfinder core rulebook. There is a chapter on Wilderness adventures, and naturally, chasms are detailed in the sections on hills and mountains.
The narrative descriptions are indeed used before almost all encounters, to give that PnP flavor. There is a fair amount of dialogue I've written, despite the focus on tactical combat, and I'm starting to get into NPC conversations I as go further. Right now, I was just doing a test run through the desert canyon, and got beat in a battle that would have leveled us up. Frustrating, but good fun!
#46
Posté 07 janvier 2012 - 10:20

By dorateen at 2012-01-07
The campaign is slowly coming together now. Just a matter of filling in the pieces. It's still early in the year, so I should be able to make a 2012 release.
Oh, and those aren't yer run-of-the-mill low level skeletons. Players might face them at 2nd or 3rd level, but some of these bones are class specific, and pretty tough.
Harumph!
Modifié par Dorateen, 07 janvier 2012 - 10:23 .
#47
Posté 07 janvier 2012 - 10:26
Is that and elf in your party there ... surprised he's even allowed close.
PJ
#48
Posté 08 janvier 2012 - 04:37
PJ156 wrote...
Is that and elf in your party there ... surprised he's even allowed close.
PJ
Oh, you mean Greenwood? Heh, yes, we allow him to come along with us... sometimes.
I'll definitely be needing play-testers, so you will hear soon enough.
Thanks!
#49
Posté 08 janvier 2012 - 05:40
Good job on the skeletons. It is always more fun to get some variety. Do you have any stumpy skeletal dwarves for me to blast into pieces?
#50
Posté 08 janvier 2012 - 06:38
M. Rieder wrote...
Good job on the skeletons. It is always more fun to get some variety. Do you have any stumpy skeletal dwarves for me to blast into pieces?
Ha! I did make a high-powered dwarven skeleton near the end of The Halls of Hamhock. Trying to communicate with him and avoid combat was a wiser course of action for most.
Harumph!





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