Crevan on 28/5/2013 at 20:00
Here I am again!
We haven't been idle latley, and while Ithil has been working on in-game graphics, I've added elemental crystals and arrows to the game. Each elemental arrow has its own effect, and while water arrows aren't particularly useful against human opponents, they work wonders on fire-based creatures and can be blessed with holy water to damage the undead.
Here are a couple of in-game screenshots, starring officer Crevan of the City Watch, waking up after a booze-fueled night, not quite sure of where the heck he ended up.
Inline Image:
http://img600.imageshack.us/img600/1084/crevan2.pngStill dizzy, he decides to explore the place anyway - what's a lit brazier doing in such a desolate place? Did he light it himself when he was drunk?
Inline Image:
http://img842.imageshack.us/img842/2152/crevan3.pngActually, no. The fire seems to come from an elemental crystal placed right in the brazier! Knowing how valuable that stuff is, Crev snatches it out of the flames.
Inline Image:
http://img694.imageshack.us/img694/5820/crevan4.pngBut of course, a fire
arrow might be even more valuable on the market. So he removes the metal tip from one of his arrows, and replaces it with the crystal.
Inline Image:
http://img835.imageshack.us/img835/6208/crevan5.pngOn his way back, he catches sight of something moving by the old gravestones. By the Builder! A zombie!
Inline Image:
http://img195.imageshack.us/img195/2718/crevan6.pngOfficer Crevan acts quickly, shooting his newly crafted fire arrow right in the vile undead's face. The zombie predictably goes
boom.
Inline Image:
http://img17.imageshack.us/img17/8375/crevan7.pngOf course, everything has its price.
Inline Image:
http://img818.imageshack.us/img818/2258/crevan8.pngThe map doesn't depict some actual location from the games themselves, I pretty much just needed a cemetery to take the screenshots in. :p
I've had to change the way some elemental arrows work, too, since Ultima Online's game system wouldn't really allow to use them as they originally were: gas arrow do "air" damage to the target and those around him, pretty much as fire arrows do "fire" damage, and moss arrows cause a sudden growth of vegetation around their target, paralyzing him/her for three to six seconds and dealing regular arrow damage. As a bonus, they leave a nice patch of moss on the ground where the target was hit, which lasts for a while.
And that's it for now! Be back soon with more updates. :)
Albert on 28/5/2013 at 21:38
Is that a new game engine you're using?
Crevan on 28/5/2013 at 22:21
That's Ultima Online's engine, running on RunUO 2.3 emulator - a new pseudo-3d version of the game was released in 2009-2010, but there are no emulators that I know of that can support it right now, so we had to stick with 2d.
As primitive as it may look, UO offers a lot of freedom in custom graphics and buildings - also, being isometrical & text-based, player interactions are quite smooth: either fighting or drinking beer at the pub and doing some casual roleplaying can be easier than it is on most modern 3rd person MMORPGS.
And, last but not least, pretty much anything one can think of can actually be scripted into something actually working in-game. :)
In the next couple of days I'll start testing some "utility" glyphs for the keepers and some pagan/hammerite spells. Won't take long, hopefully.
jtr7 on 29/5/2013 at 00:10
Ah yes, there's been some confusion over what the project is exactly. I don't know how many people are familiar with Ultima Online beyond the title, or this project's connection. Hopefully this'll clear most of it up for taffers.
I like how the crystals replace the broadhead tips. It's another thing I'd like to see in a Thief game.
Crevan on 29/5/2013 at 16:09
Yep, I always found it kinda strange that Garrett would just go around with a bunch of arrow shafts to tie his crystals on, instead of removing the broadhead tip and replacing it. I'm not so sure about going for the whole "1 crystal = 1 arrow" thing too, since arrows in UO get used up much faster than they do in Thief.
Anyway, I'm adding some glyph effects to the game right now, so the next couple of screenshots will actually feature them. ;)
Springheel on 29/5/2013 at 18:09
Quote:
I've just finished a rough sketch of how a Hammerite's armor could look using models from The Dark Mod as a reference
I see you added gloves and trimmed the back of the bracer, but other than that it looks pretty identical to TDM....
Crevan on 29/5/2013 at 19:03
Quote Posted by Springheel
I see you added gloves and trimmed the back of the bracer, but other than that it looks pretty identical to TDM....
Well...yes it does. :p We're trying to be as faithful as possible to the original graphics, too, but low-polygon 3d can be a pain in the *** when it comes to actually re-adapting it and figuring out details.
FenrisUlf on 29/5/2013 at 19:17
So you're making an MMO? Is that what I'm hearing?
Ultima Online with a thief skin?
Not sure what you mean.
Crevan on 29/5/2013 at 19:44
Take Thief's setting: the City, the three factions, its items (flash bombs, mines, elemental crystals...) and magic. Done? Now, put them in an Ultima Online shard and make it all playable on a (marginally) massive scale. :) UO offers a lot of freedom, so players won't necessarily have to be thieves (or Keepers), but may be able to actually get to play a Hammerite, or a Pagan, or even a commoner and a nobleman.
Subplots and quests could be either made by GMs, or individual players may be able to come up with their own. That's pretty much how things have always been on Ultima Online's RP servers, except this time the setting may be quite different.
FenrisUlf on 29/5/2013 at 21:00
Hmmmm sounds kinda fun.
I mean thief without thief gameplay on the surface seems like folly and blasphemy :)
But meh it does sound kinda fun. At worst sounds like fun fanfic.
Granted I'm a complete stranger to UO
So I don't even know what its gameplay is like.
Anyway if you need writers, I'm in :)