Ozymandias81 wrote:Love the Titlemap so far, guards made out from inventory doll graphics are a super touch-up!
Thanks. I had the idea to put a 3d view of the abyss entrance behind the title screen instead of the static background. I threw together that mock-up, and I wanted the doors to look massive, but didn't know how to convey the scale. I put those little side doors in, then got the idea to post a few guards in just for scale. Obviously I started with the paper doll and edited it a bit to look like the baron's guards in the cutscenes. I was going to put spears in their hands, like seen in the bedroom scene, but that was more work than I wanted to do.
Wait until I get my tutorial uploaded. The combat arenas have training dummies I build from the paper dolls. They have armor on, and the more you hit them the weaker it gets until it breaks off. They also tell you how many points of damage you hit with so you can use them to try out different attacks on different armor and see the effects. I'm making certain weapons more effective on different armor types, then I can give each creature an armor type so the player can figure out which weapons are best against which creatures. Also damage types like poison, fire, lightning, acid, etc. You can practice all these on the training dummies to see their effects.
Ozymandias81 wrote:Regarding credits font, I have done patches which replaces Hexen menu entries atm, but still have to "code" them, though the "X" has been draw by me and there is no "Z" yet, I'll work that out later today.
Yeah I noticed there was no Z - I just put a Z from another font in as a placeholder. If you want to make a Z, I was looking at the "e" because it has a nice diagonal slash through it, I think that could be adopted. I noticed your "x" also, I wasn't sure why you did that. There is an "x" on page 2, in "Executive Producer", so that's what I used for my font. I also noticed there are 2 "D"s in the screens, an uppercase and a lowercase. That seems be the only letter that has both. I stuck to the uppercase one, I think it looks better.
Ozymandias81 wrote:I have actually included underwater distortion shader, heat effects and death script with music change (and if you "resurrect" through ccmds, music will turn back to previous one), all these comes from Blade of Agony now adapted for Hexed.
I haven't planned any underwater parts since the original didn't have that feature, but as I get into the game if I can make use of it I might consider that. The original UW heat effects were done with those 6 translucent palettes I mentioned, I'm sure modern techniques would look much better. There are several points in this game where I have to decide if I'm making it "authentic" to the original or "enhanced" and this is one of those choices.
Yeah I want to do the death and resurrect animations. I've got the screens ripped but haven't started coding anything yet. Not even sure where to start on that. You say BoA has some example code for that?
Ozymandias81 wrote:I think I will do a sort of mix between UW and Hexen in terms of environment, with UW3, Daggerfall and Menzoberranzan ideas fleshing out together. Regarding Menzoberranzan, I only mean the city, not the game itself (and it is curious how on UW3 there should have been creatures half spiders and half human, like on RA Salvatore Drizzt's novels).
I remember playing Daggerfall but never got into it. Maybe I should go back and try again. I remember it being groundbreaking for it's time. Just didn't get into it for some reason I don't remember.
For influence I'm keeping it as pure to UW as I can, maybe borrow things from similar games like Arx Fatalis - I'm already planning a cooking and brewing system alongside a new crafting system. One thing I really want to improve is the re-playability. UW had several classes and character creation options, but really the only way to get through the game was with strong fighter skills and magic support. All other characters - ranger, rogue, pure mage, etc - were pretty impossible to play. Same for System Shock 2 - no matter how many times I tried to replay it differently, I always end up either heavy combat skills and tech as secondary, or a weak character that just can't get through the game. I want to create a system where there are several viable ways to get through. That's something good about Hexen. I also like that old Sierra game, Quest For Glory (I played it when it was called Hero's Quest, still got the original disks somewhere) how each character class had completely different ways to approach situations.
About doors, don't expect anything crazy from those but maybe the script there might be of help
I finally looked at your door sample - thanks for putting that together! So the last one is close to what I want in UW - door is non-blocking when. Actually I'd make it still block projectiles and what not, just not player or monster movement. And I see you solved the doorframe hang up with "guides". That's one way to do it. I was thinking you could make the door frames with 2-sided lines the same as the door, and just unblock them when it's open with the same script.
Here's the issues with that style:
Still no damage decals. Like I said before, not a huge issue, but it's something to consider.
Doesn't block automap. You can look at a door like that and go on the map and you've mapped the room behind it before even opening the door. I think that's tacky for a door to do that, and totally gives away a secret door.
Non-void doors of any kind don't register on the shadow map. I might be OK with this, the thought being that light would go under and around the door and maybe through cracks, but still I think I'd like to block the light if I can.
For reference, take a look at the original game, play with the doors a little bit. You'll find that:
On opening, the door and frame immediately become non-blocking to movement - can still get hit by weapon strikes and missiles and spells and thrown items.
Door frame sides become non-blocking but the top frame above the door is still blocking. stand in the doorway and jump and you'll hit your head.
On closing, a door stays non-blocking until it's about to latch. At that point, if something is in it's blocking space, it reverses back to open and stays non-blocking. Otherwise it latches and goes to blocking.
When a locked door is opened remotely (button, pressure plate, etc) it retains it's lock. If closed, it will still be locked on trying to open it directly.
And I'm sure you knew this one - most doors are destroyable. If you can't find a key or accidentally lock yourself behind one, you can just break it down. Most. If you look at a door and it says "massive" then it cannot be broken or picked. Still can be opened with magic though.