Jump to content
The Dark Mod Forums

Burricks


Mr Retarded

Recommended Posts

  • Replies 74
  • Created
  • Last Reply

Top Posters In This Topic

Well, they arn't necessarily reproducing thief. Burricks would be taking it too far in my opinion, dancing along the lines of intellectual property. If you really insist on having a creature such as this in the game...I'm sure they will come up with something. As for me, I never saw anything special in them.

Link to comment
Share on other sites

Are Burricks those boars breathing something smelly and living in caves?

Too late to save us but try to understand

The seas were empty -- there was hunger in the land

We let the madmen write the golden rules

We were just Children of the Moon

We're lost in the middle of a hopeless world

Children, Children of the Moon watch the world go by

Children, Children of the Moon are hiding from the Sun and the Sky

 

© The Alan Parsons Project - Children of the Moon

Link to comment
Share on other sites

Since we are talking about the Mods animals life a bit, heres a related question. How hard would it be to construct a sense of "smell" for an AI. I had always thought that one of the Thiefs greatest foes would be a simple dog, who can hear and smell stuff a mile away. So would it be possible to create an AI that could detect the Thief through walls and such as it got closer to the players location? I realize that it would be impossible to mimic the sense of smell in the gamespace so Im assuming the AIs vision or hearing would have to be substituted. This applies to belchers and other beasties as well.

 

One way I thought of was to have the Player emit a sound, audible only to this particular AI, that would mimic the sense of smell. So the closer the dog got to the player's position, it would start to hear this disturbance and get agitated, as it got really close the dog would start to home in on the sound, whining and barking. I dont know if a sound can be made that only particular AI could hear though. It seems possible that if the AI can e coded to react to some sounds, like the Thief's footfall, and not others, like other guards or whatever, that this too would be possible.

Link to comment
Share on other sites

Yeah you can make a sound that only a particular AI can hear. And sound is also a process that travels through the air, moving room-to-room via apertures, so it makes sense to use it to mimic smell. The falloff with distance would be a bit different though.

 

 

Thanks for your info, yes the falloff rate would have to be different. it would seem that this could be used to mimic "psychic" ablities as well, say on a map where you have magic users or something looking for the Thief, they could "sense" him as they approach his position, making it necessary to keep on moving, which of course ramps up difficulty and immersion. It seems it could be used as a universal alert system as well, when one psychic learns the Thief's position, the others receive it as well and start to close in.

Link to comment
Share on other sites

As for me, I never saw anything special in them.

 

I liked burricks... something about them.

 

 

There in the shadows

Of my fading memory,

A lonely burrick.

Edited by demagogue

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

There was some concept art of a lizard like creature that wasn't a burrick. This wasnt-a-burrick is probably rather low on the list of priorities given the far more important tasks that lay ahead for the Dark Mod team.

 

Yeah, I did this art back when I joined the mod, though it has changed quite a bit in appearance since Oddity took his Wunder skills to it. (if spring or whoever doesn't want this posted, feel free to delete it)

 

Click it to enlarge

belcherthumb.jpg

http://www.thirdfilms. com

A Thief's Path trailer is now on Youtube!

Link to comment
Share on other sites

Hate such leather.

Too late to save us but try to understand

The seas were empty -- there was hunger in the land

We let the madmen write the golden rules

We were just Children of the Moon

We're lost in the middle of a hopeless world

Children, Children of the Moon watch the world go by

Children, Children of the Moon are hiding from the Sun and the Sky

 

© The Alan Parsons Project - Children of the Moon

Link to comment
Share on other sites

It was rather strange to see only burricks and nothing but the burricks, and later a few rats in the game. They are only one of many possible animals, and common animals like cats and dogs seem to be more important: imagine a suspenseful atmosphere and cats suddenly screeching and clawing somewhere on the roof, or dogs barking in the distance for no reason (remember hush sweet harlot?) The best option in my opinion would be to facilitate the creation of various animals (ostriches anyone? isn't it tiring of seeing the lord's exotic pet to be a spider?) and then have a common place to post those animals (chicken1, chicken2, dog, cat3, etc...) for people to grab for their own mission creating follies.

Link to comment
Share on other sites

Jeezus that last pic set my eyeballs on fire. Tssssssssss!

 

Bureaucrat that seems to be a good way to introduce someone to modelling, making something relatively less demanding like a background animal, course you would still want good work but it would not have to be a museum piece either.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.

  • Recent Status Updates

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 2 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...