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New Gallery - The Last of the Danaan (Remastered)


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#1
Lugaid of the Red Stripes

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It's been slow work, but I've managed to finish most of the exterior areas for the remake of "The Last of the Danaan".  You can see some screenies here, in the BSN project gallery. 

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Modifié par Lugaid of the Red Stripes, 15 septembre 2013 - 03:34 .


#2
andysks

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These look good. I especially like the work on hills. Since I tend to stretch the texture when I try to create cliffs I guess you mastered it quite well :).

#3
PJ156

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Very nice screens? I like the hill fort especially.

Why a remake though, were you not happy with the first work you did? Or are you adding content?

PJ

#4
Lugaid of the Red Stripes

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Basically, I did a lot of things poorly (in my now-experienced opinion) in the first module that I can't easily fix without doing the whole thing over. I have some ideas for a third module, but I figure that most players will play them in order, and many will play halfway through LotD before they get bored, or frustrated by a bug, or move on to one of the many other excellent modules out there. So I want to make sure first-time players get a taste of my best work.

Also, I am working on some new systems, better tactical AI, ambient animations, and economic scripts, and I'd rather hash them out in a low-level environment that I'm familiar with than try to implement them in a whole new story. I also thought it would be a quicker build, since I could borrow assets from the old module (convos in particular), but modding's a slow process once you know all the mistakes you're making!

#5
kamal_

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I particularly like feel in pic 3.

#6
Guest_Iveforgotmypassword_*

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I was thinking of remaking the areas in Serene when I've finished my new mod so I can still mess about with the toolset but not have to think about anything in particular or wanting to get on to the next part before my brain exploded and seeing your screenshots has inspired me to do so.

But can we have a dog that doesn't die permanently this time ?

#7
Arkalezth

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It certainly looks better than what I remember. Do you think it will take long? I have yet to play your second module, so maybe I could wait and replay this remake before.

What's the area in the third pic?

#8
Lugaid of the Red Stripes

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Yes on the dog. I'm trying to make her more or less autonomous, so she can chase rabbits and run away when injured, instead of just dying like a robotic companion.

Pic #3 is actually the Mission Road, took me a long time to figure out how to transition from the green of the left side to the desert reds of the right. Still needs a bit of touch-up with the color brush.

I can't make any promises on the time frame, might be a year or two.

@Tsongo: right on, the toolset's a lot of fun without a deadline!

#9
GCoyote

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Is the top one the new version of Shiloh from the Tactics module?

#10
Lugaid of the Red Stripes

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The same area, I think I added in some color shading since the first release.

#11
GCoyote

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Picking up from the last post in the Vault on tDU; the wilderness survival features like tracking and the foraging items like mushrooms that work like low level potions add 'color' to the game and make the setting more immersive. At low levels they add side quests and a little extra income for beginning players.

Any thoughts on expanding these features in future updates?

One way wilderness commodities would differ from items purchased in town is raw materials vs. finished goods. Examples: The country folk produce or collect milk, meat, eggs, pelts, etc. and trade them in town for cheese, bacon, salted meat, jerky, hard tack, etc.

#12
Lugaid of the Red Stripes

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The barter scripts in tDU were supposed to handle some of that trade. Such things are hard to handle with normal stores because the relative prices have to change, what's cheap in the county is expensive in town, and vice versa. The big problem with tDU, though, is that the local economy was supposed to be broken, supposed to be dysfunctional. Starting back with LotD gives me a chance to show a functional colonial economy, and then slowly have the war wreak havoc upon it.

A neat little thing I've already scripted is that the pawn shop in Port Royal extends you a line of credit, starting with 1000gp and then slowly rising as you make payments. Every time you walk into the shop (after a day or two) the shopkeeper demands a payment (like 10% of your balance) before he'll show you his shop. Go too long without paying and the Gendarmes come after you.

The hard part is, though, that the only way to get actual gp is to sell country produce to the town merchants (or turn bounty-hunter and chase down fugitive gnomes). Many items the PC can hunt or gather for themselves, but others will come from friends and trading partners. Dei'dre, for example, will give you a bottle of Danaan Stout every so often, but if you don't ever give her anything, she'll cut you off.

#13
GCoyote

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Lugaid of the Red Stripes wrote...

...  Dei'dre, for example, will give you a bottle of Danaan Stout every so often, but if you don't ever give her anything, she'll cut you off.


I've been married 35 years.  I know exactly how that works! :innocent:

#14
GCoyote

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Other potential commodities for these port towns are things like sea salt, dried fish, sponges, etc.  Salt in particular should be a trade item needed in the interior.
And in the 'local color' category, any good Southern boy should be able to grab a couple of catfish from the river in between life threatening adventures.

 ;)

#15
I_Raps

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GCoyote wrote...

And in the 'local color' category, any good Southern boy should be able to grab a couple of catfish from the river in between life threatening adventures.


Oh yeah?!

625x500http://rookery.s3.amazonaws.com/969500/969526_804a_625x1000.jpg[/img]

#16
Eguintir Eligard

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Modifié par Eguintir Eligard, 21 septembre 2013 - 10:02 .


#17
Eguintir Eligard

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Now that's what I call a tigershark

#18
Lugaid of the Red Stripes

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I just might have to put a shark-modeled catfish in the shallows, big enough to wrestle with.

It could also be fun to script a mushroom that spawns a random trippy monster when you eat it. Can anyone make a creature model of I-Raps' catfish for me?

#19
Guest_Iveforgotmypassword_*

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It's good isn't it.

If you want weird monsters I discovered that making humans into demons ( swapping the appearance ) turned them very strange indeed so sharking a cat might have the same effect.

#20
Arkalezth

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When trippy monsters are concerned, I've always been partial to pink elephants.

#21
Dann-J

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Eguintir Eligard wrote...

Now that's what I call a tigershark


That's clearly a tiger-dolphin.

It vaguely resembles the sea tiger in one of the Monster Manuals.
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#22
GCoyote

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Lugaid of the Red Stripes wrote...
 I have some ideas for a third module, but I figure that most players will play them in order, ...


I was thinking about other bits of southern history that might be adaptable to your setting and this crossed my mind.
http://www.history.c...lony-of-roanoke
A solution to this mystery that turns on some aspect of Gaelic mythology could be an interesting quest.

Modifié par GCoyote, 24 septembre 2013 - 12:45 .


#23
GCoyote

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Thought of another economic issue for LotD, fuel.

 

There are fires in most places but only one decent sized forest.  Everyone can cut wood but that supply gets cut off when the goblins go to war. The city dwellers can ship in coal or charcoal.  Or if you want to insert another Celtic touch, they could cut peat in one of the areas as a new resource to deal with.

 

(I'm probably not helping you get done by tossing out more ideas am I?  Oh well.  :unsure: )



#24
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Don't burn Peat he's innocent, burn the goblins !

#25
GCoyote

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Don't burn Peat he's innocent, burn the goblins !

In time-honored bbs tradition, consider yourself slapped with a trout. 

(Crappy forum software won't let me add the appropriate gif animation.  :angry: )