Conversation Snippets: (Just a few of the conversations, there may be some spoilers, but hopefully no major ones)
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Will-o-Wisp outside the Window:
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Paradise Lost:
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The Rationale of Magus Benedict:
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Rising Tide:
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Upcoming Module - Nihil Trilogy 3: Light at Journey's End
#26
Posté 06 octobre 2013 - 10:10
#27
Posté 07 octobre 2013 - 07:03
#28
Posté 08 octobre 2013 - 04:31
seraphimsage wrote...
Conversation Snippets: (Just a few of the conversations, there may be some spoilers, but hopefully no major ones)
Paradise Lost:
600x400http://farm8.staticflickr.com/7281/9722371136_101e3b6c1e.jpg[/img]
I'm more horrified by the bad grammar.
#29
Posté 08 octobre 2013 - 06:22
Thanks, DannJ. It's better to know now than later.DannJ wrote...
I'm more horrified by the bad grammar.
I've just made the adjustment and resubmitted the image. Hopefully the grammar is sound now, but we'll soon see. I will delete the old image in a couple days or so.
For the next cycle, I have another one of the upcoming mod's area-sets to showcase alongside a scripted boss. Until then.
Modifié par seraphimsage, 08 octobre 2013 - 06:25 .
#30
Posté 08 octobre 2013 - 03:16
#31
Guest_Iveforgotmypassword_*
Posté 08 octobre 2013 - 03:48
Guest_Iveforgotmypassword_*
#32
Posté 08 octobre 2013 - 06:44
#33
Guest_Iveforgotmypassword_*
Posté 08 octobre 2013 - 09:39
Guest_Iveforgotmypassword_*
#34
Posté 08 octobre 2013 - 09:59
Iveforgotmypassword wrote...
Oh I see, would it be possible to clear it with the other facilitators that although not strictly necessary and correct punctuation a space before explanation marks helps with clarity for people on laptops.
I'm sure you mean 'exclamation' marks...
#35
Guest_Iveforgotmypassword_*
Posté 08 octobre 2013 - 10:27
Guest_Iveforgotmypassword_*
Actually I did mean exclamation and I know the m key is next to an n but I've really got no excuse for the p and c bit, I'll start writing it out a hundred times tomorrow.
#36
Posté 08 octobre 2013 - 11:02
#37
Posté 19 octobre 2013 - 05:49
Charybdis's Maw:
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Inspired by the Greek Odyssey's Strait of Medina, in this part of the mod you make your way through a graveyard where all shipwrecks gravitate. As before, the echoes of the past will arise to hinder you. Near the graveyard's nexus, you will confront the being known as Scylla. Scylla is a tri-stage whack-a-mole style scripted boss with plenty of variation that will encourage you to be fast on your feet. As for the mallet, I provided cannons, as for their origin; and as with all odd high fantasy technology, blame the gnomes.
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Ship Graveyard:
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Isle of Respite
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Boss: Scylla:
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Notes: With a 100+ areas, I've been forced to both combine interior areas and modualize the last mod into two-three separate mods all connected together via scripted transitions. As with all modualization, there will be some minor problems, but hopefully the load time saved will make it worth it.
#38
Guest_Iveforgotmypassword_*
Posté 19 octobre 2013 - 12:07
Guest_Iveforgotmypassword_*
I think you're right with splitting it as loading three modules and the combined interior areas will be faster than one big chunk. I've split mine up with most interiors having their upstairs and down in the same area unless something different happens eg. lighting. I even made a separate module just for the ending so the module before it wasn't too big, it would have been 300mb so now it's 2 x 150 instead. Also no matter how many modules you make it takes seconds to drag and drop them into the right place so that's not an issue either.
#39
Posté 06 novembre 2013 - 04:06
[WARNING: Potential Spoilers]
A few conversation snippet screenshots for this rough fortnight.
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One Story Ends and Another Begins:
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Repentant Man:
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Reluctant Acquaintances:
Note:
There may be some spelling/grammar issues, even in these, so kindly point them out by private message and I'll make the necessary changes. Thanks.
#40
Posté 08 novembre 2013 - 12:45
That is, if it was you... and not just a similar name
#41
Posté 09 novembre 2013 - 04:35
That is an old one, but yes, andysks, I'm same builder, and thank you for the highlight.andysks wrote...
I need to say something irrelevant, I think I downloaded an area prefab... made by you. Tower of Arcane Fellowship I think. Outstanding, made me wanna play the Nihil Trilogy. Well done.
That is, if it was you... and not just a similar name.
As with that past area prefab and the Nihil Trilogy as a whole, is the goal of gnosis or hidden knowledge in most elements of the game. I don't always succeed of course, but it is the primary objective I strive for in my designs.
For those curious, the past area prefab in question was made for the past Frontier Reborn roleplaying server which was mirrored off an old guild in the original Frontier server. The design of that old tower was inspired by Irenicus's dungeon in BG2. As for where the tower's main highlight, the book material in that structure's library came from, well, when the mandate for guild membership is an essay, you get a lot of material and that tower was shaped from those past players' combined efforts, and not to mention the past server's intermediary cataclysm.
Anyways, I digress, so back to the current mod on hand.
Modifié par seraphimsage, 09 novembre 2013 - 04:54 .
#42
Posté 28 novembre 2013 - 03:23
Another series of screenshots:
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Fallen Alfheim:
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Boss Battle: Mirror's Edge:
This is the fourth scripted boss, as with the others its defenses must be bypassed and those breaks will only remain open for a short time before the cycle continues.
Shocking:
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Development Delay:
Due to time constraints, work on the final mod's development will pick up again after the holiday seasons. Until then.
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#43
Posté 28 novembre 2013 - 02:56
It's going to be fun to finally see this one in action.
#44
Posté 28 novembre 2013 - 03:02
By the way, I used one more of your areas. The beach. Outstanding work! It fit my world perfectly.
#45
Posté 28 novembre 2013 - 06:58
Thanks, ColorFade. As mentioned, there is going to be a delay from my original deadline for the holidays, afterwards I'll continue and try for a possible mid to late winter 2014 release, or an early spring release at the latest; with a beta session in between that time.ColorsFade wrote...
These screens are so cool.
It's going to be fun to finally see this one in action.
Thanks again, andysks. Scripted bosses battles are a lot of work but fun in their own way. Originally though, I was not able to do them myself, but from practice with this mod and the Gold and Ebony one I did last year, I learned that all is needed is a good foundation with a central loop replacing the creature's heartbeat script (and getting rid of other default creature scripts) or an alternative of an area heartbeat script, several global/localized variables for start/stop/other-stages, scripts to create/delete, on-death/on-damaged/on-attacked scripts that change those variables, and a plot on/off switch script for the boss itself. Though highly simplified, that is a possible foundation for a more advanced scripted boss with the materials given in this game.andysks wrote...
Scripted bosses are my doom, since I suck at scripting. I always like fighting them, and hope one day during my work I'll be able to do some myself. So far my scripted bosses are quite simplistic I would say
. Well done!
By the way, I used one more of your areas. The beach. Outstanding work! It fit my world perfectly.
As for the beach, the 'Feathered Serpent Cove', and I thank you again for the highlight and its inclusion into your own works, is an old area I strove to create a single frame of mind, tranquility, with some mystery interlaced as with my other works.
Be back at the holidays' end. Until then.
Modifié par seraphimsage, 28 novembre 2013 - 07:06 .
#46
Posté 01 janvier 2014 - 06:02
Through Turbulent Waters:
Another teaser area for the ghostship graveyard in the upcoming module and a notification that I'm restarting development now that the holidays are finished. The scene pictured, inspired by the Odyssey, is a cruel passage you must manuever to travel to journey's end.
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Third Party: Boss Health Bars
I'm trying to stay away from too much third party content; especially at this interval in development, but with scripted bosses health bars are a must and thanks to Fred's Boss Health Bar for making that a reality. [http://nwvault.ign.c....Detail&id=143]
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Until the next cycle.
#47
Posté 04 février 2014 - 04:00
More Screenshots:
For those keeping up, thank you all for patience, I've been busy slowly fabricating the conversations, decorating areas, adjusting spawn/bosses and getting the mod connected from beginning to end, an on-going project. With that out of the way, this cycle I'm showcasing several more of the final mod's areas.
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Golden room:
A pocket plane of golden radiance, what is its purpose? I'll leave that up to you for now to ponder.
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Underground Foreshadowing:
A tranquil entrance to deeper depths, but as with all roads, there is an impasse.
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Faustian Falls In Winter's Grasp (Fog Omitted):
The long, cold and ardious climb up to the mage school of Faustian Falls.

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Imperial City of Thebes:
Inspired by the Neverwinter 2 Vault's B.B. 'Fallen Goodess: Ebha' past area prefab, this is the imperial city of Thebes and encircling it is a colossal petified Sphinx. This is losely based off a popular ancient play, I'll let you guess which one. Still, as with all city areas, this one will no doubt require massive revisions as I slowly adjust it, and populate it beyond the mere story drivers and quest givers.
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Mystery Theatre:
This is the mystery theatre, a stage in your mindscape that dynamically plays certain scenes fabricated from broken memories of the aspers you collect in the past stated mini-game, and potential others.

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The next cycle will showcase more of the mod's conversations, and after that there will be one more update and I should be ready soon after for initial beta testing. Until then.
- rjshae aime ceci
#48
Posté 04 février 2014 - 08:06
PJ
#49
Posté 04 février 2014 - 12:48
#50
Posté 05 février 2014 - 04:42
Thanks, PJ. While I'll appreciate the commendation, the theater is just an attempt to economize the aspectPJ156
wrote...
I love the idea of the theatre playing memories, that's asolid FRP idea
that, I think, will be great in game if you get it right.
PJ
of memory scene area-sets that, on retrospect, got out of hand in the second mod. As previously mentioned, the current mod has 100+ areas, divided into 3 separate but interconnected mods so I have to take a step back on areas that only contribute indirectly. As for if it is done right, hopefully, but minimalism such as this and in other parts of this process it often a iterative process to get it right or at least bearable.
I appreciate the highlight on my placeable placements, andysks. Even though I put in some third party elements, for the most part everything is a created with the original elements in the game and its expansions. Even after all this time, it is still surprising to see what can be done with just those, especially in regard to the walkmesh. As for the icy cliffs, I'll see what I can do to diversify them.andysks
wrote...
I like these icy falls. I think you are one of the best around on
placing placeables in an unconventional way. The cliffs are a bit too
straight, but it looks good nonetheless. Awesome. Plus as Pj said,
the theater idea is good. I also give memories on the player in my
campaign, but for each memory I create a new area. Good job on
thinking of the theater.
Until next time.
Modifié par seraphimsage, 05 février 2014 - 04:49 .





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