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Origin Companion Mod (OCM)


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#1
saMoorai

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 http://social.biowar...m/project/8619/

This whole mod is being developed by me, and a friend of mine called Yoko. 

If you have any feedback, we'd love to hear it.

Modifié par saMOOrai182, 03 décembre 2012 - 03:12 .


#2
spmkillie

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No real feedback to give due to how early a stage it's at dude... Will say one thing though... I LOVE the idea behind the mod and I really hope you guys succeed. Fantastic idea :)

#3
pizzapicante

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I really think you should post this over here also: http://social.biowar...tegory/75/index

#4
saMoorai

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spmkillie wrote...

No real feedback to give due to how early a stage it's at dude... Will say one thing though... I LOVE the idea behind the mod and I really hope you guys succeed. Fantastic idea :)


Well, by Feedback I was thinking more of the lines of suggestions, features you guys want, If you guys like the idea that sort of thing.

and Thank you. :) 

Modifié par saMOOrai182, 12 décembre 2012 - 01:33 .


#5
MerAnne

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I keep giving this advice, but what the heck, I'll give it again.

Start small and manageable. You say that someone else is doing the scripting - I'm guessing Yoko. So write and insert/implement one new NPC with the bare basics. Recruiting/hiring, Fade nightmare (if can be recruited before the Broken Circle), Dopplegangers in the Gauntlet, Fort Drakon if the GW surrenders, 'the scene at the Gates', and the final conversations with the Companions after the Archdemon is defeated (if the GW doesn't make the ultimate sacrifice).

In my opinion, those basics need to work before you worry about cutscenes, approval, romances, extensive conversations, quests, or any extras that you might want to include.

That said - on my own project, I'm currently working on Fade Nightmares, but am adding dialogue when I have 'just a few minutes' here and there. And if Yoko hasn't worked with the toolset before.... I suggest that you learn the conversation editor (at least), because just getting the conversations typed in and the animations working can take a lot of time.

#6
saMoorai

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Most of what you listed were some of the first things we talked about; The Fade especially (The City Elf fade dream is looking really promising.) so everything you mentioned is already planned out, thankfully.

Can't say I'm excited about the difficulty with the conversation editor, as we plan to have a LOT of dialogue for each character. It should be worth it in the end, however.

#7
MerAnne

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(shakes head sadly), not planned, scripts/code written and tested.

After the first one is written/completed it is easier to do the others because you have scripts/code that you can leverage, but it takes a lot - A LOT - longer than most people think. Especially if you are doing it a few minutes after work and in any 'spare time' on the weekends.

My suggestion would be to start learning the toolset. And - everyone ignores this too - start with a couple little projects that you may never upload just to learn something about the toolset and planning/implementing a mod/project. Add storage to camp. Add some chests with equipment here and there. Learn to use PRCSCR.

And it sounds like you are going to want cutscenes (CE fade dream is looking promising) so learning the cutscene editor will be a 'must'. I know my limitations and getting good with the cutscene editor is one of them! ;-)

#8
saMoorai

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Thanks. This is going to help a lot. :)

#9
saMoorai

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So how would you all feel about releasing these characters one at a time once they're finished rather then all at once?