The_Dude on 2/7/2005 at 20:54
Quote:
Wow, did you miss the point.
What point? Where? What was that? When?
Oh no, what a give away (five points to the person who spots the reference!).
MOG on 5/7/2005 at 00:33
Quote Posted by demagogue
I like the idea, too, the more I think about it.
... I mean, what would the basic
game be? And then let
that carry what needs to be done re: tweaking gameplay, new AI, objects, etc...
The basic of the game is instant action controll.Thief waits sort of,,, in swordfights... (Not counting T3 as I've not tried it yet).
To have a more advanced controller it must at least be able to stop and redirect a movment attack or block instantly.
A movment can go from any direction to any new direction from block to attack.
Don't think more buttons is needed really ...
I think that the swordfight works ok allready, but after 4-5 years with it you start thinking of options ;)
Ofcourse the AI should have a few more ways to block and attack.
Also a
wind propertie for arrow path track stimuly would make the broadheadshooting more intresting...
(At least for Thief)
Sniping would be more like a little golf game :)
Simplefied skillpointsystem would set the humanize randomness arrow launch...
As it can be done with other skills like swordfight...
If it's possible to stimuly a launched objects relative track heading by a relative direction and strength set by a simplefied windgenerator it can be done in dromed too. (probably not, maybe throu scripting)..
I'm pretty sure a
randomize launch for skill leveling can be added to the arrows at least, as there allready are sripts for it.
This will may be frustrating, but it also gives player an urge for gaining skill-points.
But all this is secret so don't tell anyone :erg:
M :cool: G
Fingernail on 5/7/2005 at 07:56
I thought of doing an Errol Flynn Robin Hood inspired FM once, with lots of rope swinging and sword fighting action in a castle. Never got beyond "that'd be cool".
Ryan Smith on 12/12/2014 at 03:56
I just found this old thread while searching for information and footage of Thief's development from 1997-1998.
Quote:
As everyone here (I hope!) knows, Thief started life as "Dark Camelot" a medieval FPS with swordfighting as a prominent component. Has anyone ever considered realizing this long-discarded design goal, and creating an FM or campaign where you finally play a buffed-up, armor-clad, sword-wielding badass?
I've been tinkering with this very idea for 2-3 years now. Actually, I think I can pull it off.
Here's how:
1: I know how to make custom sword animations and implement them inside Thief 1 + 2.
2: With a little imagination and some painstaking editing of the PlayerSword.mos file, I can sort the individual attack animations into groups based on direction, attack power, and attack speed. It may even be possible to set up counter-attack animations by altering the triggers found in the block animations using Weyoun's Motion Editor.
3: As for the discussion later down in the thread about max hit points and armor, here's how I would approach this:
First, design the Health Meter to be seamless, like in Thief 2X, possibly displaying a number down in the left corner. We don't need to get rid of the visibility gem in order to do this, instead, make the length of the Health Meter based on a percentage of the player's max hit points, as opposed to an integer, such as Thief's regular row of shield icons. I may need help implementing this but I'll see if I can find a temporary solution in the meantime.
As for armor, have it usable as an inventory item and use Act/React to determine what it protects against and how much. I've seen this approach used in fan missions such as King's Story, when you put on a pair of slippers to make your footsteps quieter, while also being able to take them back off when necessary. You can switch between different types of gear to suit different tasks and playing styles.
This is not impossible for me to do, although it will be a fairly large project to undertake. I have about 6-8 custom sword animations in Thief Gold, all usable and all capable of dealing damage (although some of them need work, especially the ones that are oriented wrong. :joke:)
gamophyte on 13/12/2014 at 18:50
Thanks for posting the thought prompt ZB. I actually do enjoy this style of game play as well. There's something satisfying about sniping out a guard with a arrow from 100 DU's away and gleefully hoping the sound doesn't alert others as I trek over to hide his body, as that still should be in the game play I think. I sometimes play this way on the second run of FMs that allow killing if people are armed.
I agree that there has to be changes that promote, "hey this is a different thing" in the way of combat modification. I would also argue for a different story line too, I never felt bad about taking out a AI that the story said was a cruel evil person. Immersion has to be the focus still as I feel some immersion is lost confronting guards, so it will have to be pumped up elsewhere.
Hitpoints boost on player a obvious choice but maybe make it a tad easier to kill guards so that fighting 3 is doable but you start having to be a badass to do 4 or more and for that reason still have the game play focused on don't alert more enemies than you can handle.
Stealth gem? Maybe a shroud will be more ideal. Where you want to be somewhat stealthy, again with not attracting too much fighting in areas, but because it's not your skillset it's on the edges of the screen, easily forgettable if you go into battle.
Ha can you image the wav file for overhead attack a thunderous warrior scream.
ZylonBane on 13/12/2014 at 23:34
Quote Posted by gamophyte
Thanks for posting the thought prompt ZB.
You know I started this thread nine years ago, right?
gamophyte on 14/12/2014 at 00:59
Yep. I was replying to (
http://www.ttlg.com/forums/member.php?u=55682) Ryan Smith
Quote Posted by ZylonBane
You know I started this thread nine years ago, right?
Do you know Thief is 16 years old? Wild stuff.
ZylonBane on 14/12/2014 at 01:50
Cool, I didn't know Ryan Smith went by "ZB" too.
Well, hopefully he'll post a "You're welcome" nine years from now.
Ryan Smith on 17/12/2014 at 19:26
Quote Posted by ZylonBane
You know I started this thread nine years ago, right?
My 13th birthday was on the day before this thread was started. :D