Will it ONLY be multiplayer? To be quite honest, I'd hate having to deal with a server loading this in skulltag, and I find RPG's most fun alone or with one or two friends.Sephiron wrote:It will be multiplayer, but I hope you don't mind shared gold. At east that's how I plan it. Unless I can manage to get a custom item in there It's going to be shared.Apothem wrote:Is it going to be single player only? I'd be very interested if it was MP compatible.
MYTH- HEXEN RPG~ Images updated #3! 8/5/10
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Nameless Hexen RPG heavily based off of Daggerfall
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Re: Nameless Hexen RPG heavily based off of Daggerfall
Hell naw. It's mainly based for single-player, but with some limited multiplayer support.ALso, I love the intro you sent me. It fits in well with the game.Lolazer wrote:Will it ONLY be multiplayer? To be quite honest, I'd hate having to deal with a server loading this in skulltag, and I find RPG's most fun alone or with one or two friends.Sephiron wrote:It will be multiplayer, but I hope you don't mind shared gold. At east that's how I plan it. Unless I can manage to get a custom item in there It's going to be shared.Apothem wrote:Is it going to be single player only? I'd be very interested if it was MP compatible.
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Re: Nameless Hexen RPG heavily based off of Daggerfall
A problem you might run into though, if you really do achieve massive scope, is the ability to save/load. I'm not sure how good that is.
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Re: Nameless Hexen RPG heavily based off of Daggerfall
What do you mean? I think being able to save wherever you want is a decent feature, If that's what you mean.InsanityBringer wrote:A problem you might run into though, if you really do achieve massive scope, is the ability to save/load. I'm not sure how good that is.
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Re: Nameless Hexen RPG heavily based off of Daggerfall
I think what insanity might mean is that often times, there are errors with savegames and mods. Or, in other cases, if a mod is this massive a savegame would take a very long time to load.Sephiron wrote:What do you mean? I think being able to save wherever you want is a decent feature, If that's what you mean.InsanityBringer wrote:A problem you might run into though, if you really do achieve massive scope, is the ability to save/load. I'm not sure how good that is.
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Re: Nameless Hexen RPG heavily based off of Daggerfall
I meant in MP, sorry.
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Re: Nameless Hexen RPG heavily based off of Daggerfall
Update I'm kinda proud of.
Thanks to ZDG, I completely understand how to make weapons.
I finished a whole bunch (err, not really) weapons today. They work great, and are somewhat unique.
Club (ZDG MADE THIS ONE)
Standard wooden club. Has a medium attack rate and low-ish damage.
Steel Longsword
Uhh, longsword. It has quite alot of damage (14) and attacks at a medium rate.
Wooden longsword
Yeah, it's wooden. It deals just a little bit more than the club in damage, and same attack rate as the steel longsword.
Wooden spear
It has a "charge time" in which it takes a few seconds to prepare a thrust. If clicked once, you concentrate more on the attack and have time to thrust it farther. Single clicks deal more damage and have more range, but at the cost of firing rate. Holding the button still makes you do the charge, but you thrust the spear recklessly. You have a shorter range when not concentrating, and the damage is too low, but you end up thrusting very fast. This is, of course, at the cost of protection. You can easily get taken out by a stronger monster if you are not careful. holding is more of a last-stand thing.
Iron spear
same as above but it deals more damage.
Planned weapons:
Shield
blocks all damage from the front.
Wooden bow
Fires arrows (I may or may not make it require ammo (Probably may ))
Crossbow
Fires arrows like the bow, but faster and with a smaller reload time.
Dagger(s)
A very fast weapon (like UBER fast), but may deal only about 1-2 damage. The thieve class may or may not start with this.
Throwing spears
Since I have the models for these already, they may be next in my to-do list.
A NORMAL Axe and mace.
Timons Axe is fraking magic. I'm going to make a copy of it into a normal axe and also nerf the mace. The mace will be a much stronger version of the club. (IE, club is like wooden mace)
multiple extra magic weapons
self-explanatory.
and much, MUCH more. I'm also keeping all the original weapons too. All weapons will be usable by all classes, except class-specific ones like a summoning spellbook for necromancers/ conjurers (If I decide to add them in the mod)
Thanks to ZDG, I completely understand how to make weapons.
I finished a whole bunch (err, not really) weapons today. They work great, and are somewhat unique.
Club (ZDG MADE THIS ONE)
Standard wooden club. Has a medium attack rate and low-ish damage.
Steel Longsword
Uhh, longsword. It has quite alot of damage (14) and attacks at a medium rate.
Wooden longsword
Yeah, it's wooden. It deals just a little bit more than the club in damage, and same attack rate as the steel longsword.
Wooden spear
It has a "charge time" in which it takes a few seconds to prepare a thrust. If clicked once, you concentrate more on the attack and have time to thrust it farther. Single clicks deal more damage and have more range, but at the cost of firing rate. Holding the button still makes you do the charge, but you thrust the spear recklessly. You have a shorter range when not concentrating, and the damage is too low, but you end up thrusting very fast. This is, of course, at the cost of protection. You can easily get taken out by a stronger monster if you are not careful. holding is more of a last-stand thing.
Iron spear
same as above but it deals more damage.
Planned weapons:
Shield
blocks all damage from the front.
Wooden bow
Fires arrows (I may or may not make it require ammo (Probably may ))
Crossbow
Fires arrows like the bow, but faster and with a smaller reload time.
Dagger(s)
A very fast weapon (like UBER fast), but may deal only about 1-2 damage. The thieve class may or may not start with this.
Throwing spears
Since I have the models for these already, they may be next in my to-do list.
A NORMAL Axe and mace.
Timons Axe is fraking magic. I'm going to make a copy of it into a normal axe and also nerf the mace. The mace will be a much stronger version of the club. (IE, club is like wooden mace)
multiple extra magic weapons
self-explanatory.
and much, MUCH more. I'm also keeping all the original weapons too. All weapons will be usable by all classes, except class-specific ones like a summoning spellbook for necromancers/ conjurers (If I decide to add them in the mod)
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Re: Nameless Hexen RPG heavily based off of Daggerfall
I've noticed in your screens that some rooms have a "leather" carpet, it would look better if you rugged/rounded the edges, instead of making a square.
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Re: Nameless Hexen RPG heavily based off of Daggerfall
Yeah, I was going to do that. I made the carpets when I only had vanilla hexen textures, but now that I have actual textures for rugs/carpets I can retexture them.ZDG wrote:I've noticed in your screens that some rooms have a "leather" carpet, it would look better if you rugged/rounded the edges, instead of making a square.
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Re: MYTH- HEXEN RPG
Another update. Found a name, put the plot into the OP. I will update screenshots later today.
EDIT:
Something came up yesterday, so I couldn't get screenies.
EDIT:
Something came up yesterday, so I couldn't get screenies.
Last edited by Sephiron on Sun Jul 11, 2010 8:51 am, edited 1 time in total.
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Re: MYTH- HEXEN RPG
If there aren't any sign of Balor and the Fallen Lords, I'm going to be disappointed.
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Re: MYTH- HEXEN RPG
You're going to be disappointed.TheDarkArchon wrote:If there aren't any sign of Balor and the Fallen Lords, I'm going to be disappointed.
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Re: MYTH- HEXEN RPG
At least he's honest.Sephiron wrote:You're going to be disappointed.TheDarkArchon wrote:If there aren't any sign of Balor and the Fallen Lords, I'm going to be disappointed.
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Re: MYTH- HEXEN RPG
You haven't discoverd Dagger Fall yet?
http://forum.zdoom.org/viewtopic.php?f=19&t=14386
the fact you haven't used anything from ES: Dagger Fall is beyond me.
Atleast change some of those HeXen gothical trees to more fantasy styles ones from DF.
http://forum.zdoom.org/viewtopic.php?f=19&t=14386
the fact you haven't used anything from ES: Dagger Fall is beyond me.
Atleast change some of those HeXen gothical trees to more fantasy styles ones from DF.
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Re: MYTH- HEXEN RPG
The fact that this thread was originally called "Hexen RPG heavily inspired by Daggerfall" should have tipped you off, buddy.AVGN wrote:You haven't discoverd Dagger Fall yet?