Moghedian on 28/3/2004 at 06:28
<I>Poly's first FM is gold
The hardest ranking to hold
His early attempt is in flower
Being built for another hour
Then Real Life got in the way
So Yandros saved the Day
Plots thicken to enhance the Thieves play
Death's Cold Embrace will be here soon, one day</I> :)
Quote:
Originally posted by Deadman ...
This is truly ironic (great screens, btw); Yandros opens a thread of a heretofore unknown (at least to me) fan mission, and yet, his own contributions aren't displayed at all...
Yandros is working on the plot, the scripts for the voiceacting and some of the writings ... it would be difficult to show any of that without it being a major spoiler. Please be assured that it is a match for the rest of the mission:D
mol on 28/3/2004 at 08:38
Yandros, Polygon -- you taffers! :thumb:
Sometimes when I see a particularily nice screenshot I get this warm and fuzzy feeling -- something about a mission just feels immediately right.
I LOVE those screenshots! They are beautiful to look at and the architecture gives the place a very realistic feeling. I can immediately imagine myself walking in those surroundings. I desperately want to experience both those places, both missions that are in the pipeline!
These missions went straight up to my "Can't Wait to Play" -list! Excellent work! :thumb:
- Mika L
Yandros on 31/3/2004 at 14:59
:eek: I've just walked around the city streets in Poly's DCE2 mission, and it's just phenomenal. The screens he posted earlier don't even do it justice. And the story he has worked out for it... well, I can't give it away, but it will be great. I suspect we'll try and release them together as a pack, especially since the three of us (me, Poly and Moghedian) are working closely together on both missions developing the storylines.
I don't have any new screens to share publicly this week, but progress has been made...
Slyfoxx has all the scripts for the voice acting and is working on getting them finished up and in the mail.
I've gotten a fair amount of one of the new areas done, as well as a few new objects and some voice and music work of my own.
maloo on 31/3/2004 at 15:09
it sounds great I can't wait...please i'm going through withdrawls. I need new mission.:ebil:
Dracip on 1/4/2004 at 07:38
Those screenshots look really great.
I noticed the light switches in one of the rooms. If you turn them off, will the ai turn them back on if noticed, especially when they are searching that area?
Logically it should be be done; it is easier than relighting torches.
I ask this because I saw something similar in Lorgan's Web.
I turned off all the lights in the mansion, and later startled some little idiot. He ran away and I chased him... all the way to the power generation room where he proceeded to through every lever to restore power.
It was a very immersive moment which almost brought a tear to my eye :).
If I could voice other feature requests, especially if the game is as good as it sounds:
- all building accessable that are visible
even if the area is empty of interesting items and all look the same. If they look like they are there, they should be.
- all windows need to be transparent or if not, then either stain-glass or no glass.
- no doors which are not doors.
That is, pictures of doors on walls that don't highlight, which when you are searching for a way in somewhere and see the door, you discover that the door doesn't exist.
Although you still can't open it, this is a totally different disappointment than finding a real door which is locked.
- if there is a part where Garrett travels through the streets, there should be more people who aren't enemies, or are frightened of him. And if any are timid, they shouldn't notice him unless it is very bright and he stays close to them.
Otherwise it has a doom-like quality: if it moves, it's an enemy.
- there shoud be some people, lower servants, who don't react negatively to him, unless he does something violent near them.
Most would be used to seeing guards and guests of their master, both the nobles and the dangerous.
Most would have little love for their master and not really care who was around, unless directly a danger to them.
- noone should be in one place the entire time of the game.
This allows more opportunity to play like a thief. It isn't so great having to knock everyone out to get further, or having to draw a guard away by revealing your presence.
NPCs need to look like they are living. Even if one character needs to be in a certain place for an objective to work, like a lord near some object, he shouldn't just stand near it the entire time. He should randomly visit other places, returning within a certain time window. If he isn't there when the thief gets there, Garrett will just have to wait.
Life is unpredictable.
- noone should be over sensitive, especially when not in search mode
When there are noises all around, Garrett would be harder to hear. If there are people legitimately walking around, guards wouldn't be able to tell that some of them belong to someone not suppose to be there.
Sleeping people shouldn't be very alert.
These things heighten immersion, make the game world seem more real.
Mission that have this, if they have a good story too of course, are imho the best kind.
Yandros on 1/4/2004 at 13:33
Some of your suggestions are impossible or very difficult to do, they're just part of how the Dark engine works - for example, having AI's in a noisy location be less sensitive to Garrett's noises. Having all windows be transparent will usually kill the engine and lead to all kinds of clipping and complexity problems. And having all buildings being accessible is sometimes impossible in larger missions, there are limits on terrain brushes, lights and objects.
On doors which aren't doors, I agree they should be objects when the Dromed limits allow for them to be objects, although I think doors which represent the boundary of the gamespace intended by the author should be unfrobbable. Otherwise, if a door is frobbable but locked, how will the player know not to bother searching every nook and cranny for a key to open it? I think that's more frustrating than coming across a door which I can't frob.
I disagree that there should necessarily be more innocents walking the streets than night watch. Since Garrett typically does his business in the dead of night, when most normal people are home asleep, I don't think it's reasonable to expect streets full of people going about their business. Naturally, the context of a mission could dictate otherwise.
I agree with two of your suggestions - AI's should turn lights back on when they notice they're off, if they reasonably have the ability to do so (i.e. a lightswitch). I plan to add that to the mansion in this mission. Also, AI's who move around alot is good - not only more realistic and immersive, but it also makes ghosting easier (as well as more exciting) as long as it's implemented in a thoughtful manner. It's still realistic, though, for some guards to be at stationary posts, although they could still be made to fidget more, or even walk around the room every so often. I'm going to try and do this as well in DCE.
deadman on 2/4/2004 at 04:36
Yandros of course brings up some good points. I think someone, mayhaps by the name of Dracip, *cough cough*, needs some proper schooling on what can and can't be done in DromEd ;). Heck, we'd ALL like a huge city with EVERY frickin' building accessible, but Dark is an old engine, and love it as we do, some weaknesses it has (in the words of Yoda).. :p With loading zones (arrgh) and the new engine, we may be able to build missions with higher complexity and more accessible buildings, but who knows. I'd suggest downloading a few Morrowind mods, Dracip if you want to enter every entrance :thumb:. About passersby in the night streets, I think it would actually be neat to have a few maids, peasants, nobles even right within Garrett's view as the mission starts. They could all be walking very busily out of sight, where they are teleported out, and a few thug-like characters start making the rounds (thieves, vagrants), but totally oblivious to Garrett's presence unless he does something to them. It would be neat to actually watch the point where regular people go indoors and those of a lesser ilk start their business activities :ebil:.. *sigh* ahh, that'd be nice. It definitely wouldn't be normal for 'regular folk' to be strolling around when Garrett's about, though.. At least not permanently, as I stated above. Aah, and you could have a clock tolling the hour just when the mission starts/the AI are teleported out.
deadman.
Moghedian on 2/4/2004 at 05:36
We can ALL probably use a little education in Dromed.
I tried to build a mission like that :D Lots of streets, buildings, AI. It started off about pretty big, then got cut down to about 600x800 units (half the original size) :eww: I originally wanted every building to be accessible ... friendly AI up until something happened (like a KO or something)...windows everywhere ... It sounded good, but was not buildable that way. :o Now only about 1 of 5 buildings is accessible, only a few windows, some neutral AI... It is a shadow of its intended self. One day it might actually be done ... I'm still building that thing ...slowly....
deadman on 2/4/2004 at 19:06
Quote:
Originally posted by Moghedian We can ALL probably use a little education in Dromed.
No, what I'm talking about is some
real general statements, such as:
* EVERY building can't be made accessible in a large mission.
* EVERY room/area can't have tons of objects and lights to make it feel lived in or more 'real'.
* EVERY bit of architecture can't have tons of detail in it; there will probably be a few blocky areas or arches of little detail.
* EVERY window can't be transparent.
* The ENTIRE frickin' level can't be made viewable at one time without crashing Thief (i.e., for those who say "Why did you place that wall/building right there? The view would be so nice, here...").
* Every rooftop can't be made accessible for the same reason (unless some brushes with sky textures are used to block out other areas)
Those are a few that come to mind.. Again, if we all collectively agree we want huge environs with each building accessible, we should collectively migrate over to Morrowind modding (or use an engine with similar capabilities) :laff:.
deadman.
Yandros on 13/4/2004 at 13:43
I got the first installment of Slyfoxx's voicework yesterday, and well, you all know how talented he is... all I can say is WOW! You guys are in for a treat. He's as good at other characters as he is at Garrett.
Progress is slow but steady. Real life has been very busy lately and doesn't appear to be letting up on the headlock, so progress will continue to be slow. Slowing me down even more (but in this case it's a good thing)... I'll probably be splitting my Thief time over the next few weeks with helping AsyluM get his Beta finished (I just mailed him, finally). That's OK, though... it will give Poly time to finish his sequel in time for a concurrent release. :ebil:
As for DCE, all I'll share this week are a couple of new screens:
(
http://home.insightbb.com/~1emrys/temp/DCE01.jpg) Ballroom
(
http://home.insightbb.com/~1emrys/temp/DCE02.jpg) Sitting Room