Cime's Workshop

The development of the game itself or new resources for it. Any new stuff you're working on would go here, as well as the discussion of in-development stuff.

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Cimeries
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Cime's Workshop

Post by Cimeries »

I've converted this thread into a workshop of sorts. Here I will maintain a compilation of all of my work that has not yet been added to the game.
Last update: 15 July '09

[Download 2.17mb]

Package contains:
[edit]Artwork
- Scrapped title art for Archer
- Old sketch of a pirate
Miscallenous
- Alternative HUD bars
- Fog of war
Objects
- Backpack model
- Balista
- Medkit model
- The Rook, an enchanted shield that fires missles
- A runestone (used to dispell warded chests)
- WIP Salamander Monster/Mount/Pet
- Shrieker monster (Nethack inspired)
- A skull
- Some new grave messages
- Skin and model for steel bow
- Varguile, a new monster
Skins
- Skins for the scrapped Archer. They make nice skins for the soldier model.
- Bandit skins, fit the tourist model
- A slightly better icon for the bishopia guide
- Warded chest skins
- A weird skin for the cobol
- Better icon and skin for the poisoned katana, also includes a better model (shorter blade and better dropping animation)
- Skin and icons for a magical katana
- Two new shield skins
- Better trog icons
- Green troll
- Chain whip
- New skin for a wizard
Sound effects
- 8 sound effects for a goblin
Textures
- Scrapped archer start textures
- More natural looking wooden walls[/edit]
Last edited by Cimeries on Wed Jul 15, 2009 8:28 pm, edited 1 time in total.
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Zefz
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Post by Zefz »

Cool. I'll check it out add probably add some stuff to the new upcoming DEV bundle.
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Maxaxle
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Post by Maxaxle »

Fog of War?
"Failing to plan is planning to fail."
Bug me if you want to play a game.
Cimeries
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Post by Cimeries »

That black mist you see in unexplored areas in games like Age of Empires.
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Maxaxle
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Post by Maxaxle »

Ah. Well, only if it's around places that cannot be seen by the character (e.g. out of the field of view, around an unseen corner, in a secret room, etc.)
"Failing to plan is planning to fail."
Bug me if you want to play a game.
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penguinflyer2222
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Post by penguinflyer2222 »

No, it means you haven't explored that area yet and when you do explore it, you can see it on the map.
......
Cimeries
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Post by Cimeries »

*Casts Polymorph Topic*
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Zefz
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Post by Zefz »

Woa. Didn't know you updated this...
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Post by Cimeries »

Just now.
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Zefz
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Post by Zefz »

Ah cool.

I used some of your improved skins/icons around the game.

I also implemented your rune warded chest idea into the generic chest. What do you think of a Disenchant spell removing the magical runes as well?

The magical katana skin might be added into Sandweg. Any ideas for effects a magical katana might have?

And is the new katana model better than every existing katana model or just for the poison one?

Did you plan to do something with your Archer Starter module or can it be used to "quickly" make a new side quest? (Maybe a Hero quest for the Viking or something?)
Cimeries
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Post by Cimeries »

Zefz wrote:I also implemented your rune warded chest idea into the generic chest. What do you think of a Disenchant spell removing the magical runes as well?

Sounds fine.

Zefz wrote:The magical katana skin might be added into Sandweg. Any ideas for effects a magical katana might have?

The idea was that you have to go through a journey to unlock its power.
Your have to amass a number of kills with it (say, 100), and when you finally do, it becomes more powerful (more damage, faster, flashing, etc.) but the added power only lasts 100 hits. When the power is depleted you have to go though another "journey" to recharge it. I was going to do it with ammo and an enchant, pretty straightforward.

Zefz wrote:And is the new katana model better than every existing katana model or just for the poison one?

It's for all of them. I made the blade shorter since the current one looks disproportional to pretty much anything else in the game. It's now about the same size as the giant dagger. I also made the dropping animation a little better.

Zefz wrote:Did you plan to do something with your Archer Starter module or can it be used to "quickly" make a new side quest? (Maybe a Hero quest for the Viking or something?)

I was hoping to finish it myself sometime. Maybe when Modbaker comes out.
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Post by Maxaxle »

penguinflyer2222 wrote:No, it means you haven't explored that area yet and when you do explore it, you can see it on the map.

The problem with that system is the part where you see through walls.
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Post by aleco614 »

? What are you talking about?
Playing brawl. Not too well, unforunately.
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Post by penguinflyer2222 »

Maxaxle wrote:
penguinflyer2222 wrote:No, it means you haven't explored that area yet and when you do explore it, you can see it on the map.

The problem with that system is the part where you see through walls.


Map as in mini-map... as in bottom left of the screen, found in map chests.
......
Cimeries
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Post by Cimeries »

Maxaxle wrote:The problem with that system is the part where you see through walls.

No, actually. If you set it up right, you can only see the walls themselves, not what's inside them. All the objects will be obscured by darkness. (Assuming the lighting works properly. Zefz and Birdsey did some changes to the lighting a few revisions back, but I think they've fixed it already.)
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