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So, what are you working on right now?


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#7876 NeonsStyle

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Posted 07 January 2019 - 10:13 PM

Very cool. Something that'd be awesome to have in game would be a steam punk elevator. The one where you slide the wrought iron work door open, then the elevator door open

and closed before the elevator will move. 


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#7877 Destined

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Posted 08 January 2019 - 02:00 AM

I think Bikerdude and Obsttorte worked on a sliding elevator door some time ago, that sounds like what you want. You could have the wrought iron door function as the elevator's call button. That way, you would automatically call the elevator, when you open it. After that you would still have to wait for the elevator until the sliding door is opened.



#7878 Judith

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Posted 08 January 2019 - 03:02 AM

I'll be making an elevator as well, but it will be more like a backdoor / employee lift for 1-2 people. Probably something like this:

elevator123__medium.jpg


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#7879 NeonsStyle

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Posted 09 January 2019 - 03:05 AM

I'll be making an elevator as well, but it will be more like a backdoor / employee lift for 1-2 people. Probably something like this:

elevator123__medium.jpg

 

That's the sort of thing I'm thinking about. Sliding wrought iron gate n it'd be perfect. It reminds me of the one in Layers of Fear.

Any idea when that will be done? I think I could use something like that in my mission. However I bet you'd rather use it first

in your own level. That's what I'd do lol


Edited by NeonsStyle, 09 January 2019 - 04:37 AM.

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#7880 NeonsStyle

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Posted 09 January 2019 - 03:20 AM

@Neon, these streets are coming together nicely and I'm very curious to see how it plays when exploring that. Possibly going to see a lot of swimming sections? Also lighting wise, I'm wondering what's going to happen with the directions you take the shadow development. Atm it's very even toned (at least in the ambient world brightness) and doesn't leave a lot of dark corners for the player to hide out in.

 

Hey Epi,

 

Swimming will be up to the player, however you won't ever have to get in the water if you don't want to. I plan for it, in places to be vertical as well

as horizontal movement. So that's how shadows will play in, though I'm not at that point yet. I plan on have 2 to 3 routes to get to where you're

going, and one of those will be dangerous and challenging. I may give a 3rd option via sewers or something too.

 

Re Shadows, in reality, Venice is quite dark at night with lots of very dark shadows,  however, if I did that, it'd hide a lot of what you'd like to see,

so at ground level, I plan to use shadows to let you have places to hide, but still have the dangerous areas that are well lit. It'll be your choice

to take the safer, but harder (stealth wise) route on ground level, or a more dangerous approach I don't want to go into yet as I don't know if I

can do it justice.

 

@Dragofer: Interiors is something I'm thinking about now. It's very challenging as it should be Venetian, which is quite distinctive. I'm guessing

I'm going to have to learn how to make texture maps so I can use some suitable textures. As for colour, yeh I think you're right. Mostly it's

because I'm Australian, and the light here is very intense and vibrant and shadows especially are full of complimentary colour.  Besides, who

doesn't like colour. lol 

 

It's getting to that point now, I'm sure you've all experienced, when you start to get excited by the options, challenges and finding creative solutions. :D


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#7881 demagogue

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Posted 09 January 2019 - 05:28 AM

@Judith, the aesthetic for those objects is wonderful. I hope you can keep making assets like them.


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#7882 Judith

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Posted 09 January 2019 - 06:16 AM

Thank you, I came quite a long way with those. Actually, some of the first objects I made for this environment start to look worse in comparison to the latest ones ;)

 

Sliding wrought iron gate n it'd be perfect. It reminds me of the one in Layers of Fear. Any idea when that will be done?

 

I think I'll just have two doors, one set of sliding doors inside the elevator, and one outer door. I could be even something like this, although I think I'll make the outer door sliding as well.

 

1c3cccb4990f2d8b66dcff583a0f4463.jpg


Edited by Judith, 09 January 2019 - 06:49 AM.

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#7883 NeonsStyle

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Posted 09 January 2019 - 10:15 AM

Isn't that a tad modern though for the game Judith? Or are you just talking about the door?


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#7884 Judith

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Posted 09 January 2019 - 10:22 AM

Just talking about the door opening style, although my environment is kind of too modern already, heading more into industrial revolution stuff rather than the established 1600s.


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#7885 STiFU

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Posted 22 January 2019 - 11:47 AM

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The current inventory grid was kind of broken in a way that the items weren't properly centered and it didn't render multiline inv_names correctly. After correcting these issues, I realized that this gui doesn't really agree with our existing gui styles, so I created an alternative one based on a parchment background and I added a frob-highlight instead of a cell-highlight. In this video I demonstrate the (fixed) original inventory grid and the new parchment-style one.


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#7886 Judith

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Posted 22 January 2019 - 12:01 PM

Looks great! One thing though, since that inventory grid is smaller, it should be mousewheel-scrollable.


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#7887 HMart

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Posted 22 January 2019 - 12:44 PM

Looks great! One thing though, since that inventory grid is smaller, it should be mousewheel-scrollable.

 

Agree and one thing that would be also nice to have would be drag&drop ability, but i'm afraid that will require extensive changes in the c++ gui code. 



#7888 nbohr1more

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Posted 22 January 2019 - 12:49 PM

Drag and Drop!?!?!
 
You are getting dangerously close to requesting a "crafting mode".
 
The RPG crowd is getting ready to pounce request a glass of milk:
 
https://en.wikipedia..._Mouse_a_Cookie
 
:P


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Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

(Yeah, shameless promotion... but traffic is traffic folks...)

#7889 STiFU

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Posted 22 January 2019 - 01:07 PM

Looks great! One thing though, since that inventory grid is smaller, it should be mousewheel-scrollable.

Its size is customizable via the HUD settings menu and it is scrollable. ;-) I actually demonstrate the latter in the video, but ofc you can't tell because you don't see what I am doing with the mouse. ^^


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#7890 Abusimplea

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Posted 22 January 2019 - 04:22 PM

[...] requesting a "crafting mode".

+1 for the crafting mode. I like crafting ammo and stuff ingame.



#7891 HMart

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Posted 22 January 2019 - 06:51 PM

Drag and Drop!?!?!
 
You are getting dangerously close to requesting a "crafting mode".
 
The RPG crowd is getting ready to pounce request a glass of milk:
 
https://en.wikipedia..._Mouse_a_Cookie
 
:P

 

:D  



#7892 VanishedOne

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Posted 23 January 2019 - 02:33 PM

Drag and Drop!?!?!
 
You are getting dangerously close to requesting a "crafting mode".
 
The RPG crowd is getting ready to pounce request a glass of milk:
 
https://en.wikipedia..._Mouse_a_Cookie
 
:P

I actually posted a playable demo of a Soulforge-style crafting set-up once. At one point I was talking to Epi about the possibility of a big machine model to use it with, but I don't know when/whether that might come into being, since as things turned out I've been absent a lot since then.


Edited by VanishedOne, 23 January 2019 - 02:35 PM.

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Some things I'm repeatedly thinking about...

- louder scream when you're dying


#7893 STiFU

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Posted 23 January 2019 - 02:39 PM

They don't call you the vanished one for nothing...

*giggle*
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#7894 stumpy

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Posted 25 January 2019 - 02:21 AM

I have an unreleased map with a semi working forge, but it only produces one item. but you can put crucible on forge, melt two metals together to make an alloy, then use that alloy with a mould on a machine that makes the item needed. I suppose the machine at the making part could be hacked into making other things other than the item needed.

the two metals are copper and tin to make bronze. you have to find the copper and tin in the game as those metal made objects, and get a lump of clay from a potters for making the mould of the item needed as the end result. the unbaked clay mould is baked on the forge. as a temporary work around to it taking too long in a kiln.


Edited by stumpy, 25 January 2019 - 02:27 AM.

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#7895 Epifire

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Posted 25 January 2019 - 08:07 AM

I feel like a proper crafting system would require a lot of complete (though separate) base class entities that could be called up on the fly when certain, "crafting conditions" were met. Would sidestep a lot of the tedious entity work needed to be done in DR and would result in a much more flexible/autonomous design. Seems like a very interesting and unexplored concept in TDM/Thief like gameplay.


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You need a model? Epi does you a model.

 

Toss me a PM I promise I don't bite.

 

 


#7896 demagogue

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Posted 25 January 2019 - 08:13 AM

Some FMs already have craftable things. A mapper could do it all with scripts. So it's not like they'd even need to wait for the team. Anyone could make a system for it and release it as part of an FM.

 

I was thinking about some potion making & alchemy. If anyone knows, one of my Thief2 FM projects had some alchemy where you could turn some lead into gold if you paid attention.


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#7897 Obsttorte

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Posted 25 January 2019 - 01:28 PM

There is no need to make a crafting system part of the core mod. It simple is not neccessary for the basic stealth gameplay. Of course, every mapper who considers this feature an enrichment for their specific fm may add it, and it wouldn't be overhelmingly difficult to implement either. But like lots of other stuff (like open world for example) this is nothing that is good or bad per se. It depends on how it is used.


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#7898 JackFarmer

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Posted 25 January 2019 - 02:59 PM

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Hidden Hands: The Lowest Bid (Working Title)

 

This will be the second mission with the newest member of the Hidden Hands who goes by the name "Lucian". The mission will take place ca. one year after "Hidden Hands: Initiation". Lucian will have to infiltrate a rural house owned by a certain mad scientist he already came across on Blackstone Island.

 

Once again, passionated haters of spiders will have the chance to challenge a new beast - this time with the name "Beelzebub" and domesticated by a certain pagan woman after her beloved spidsey-babsy "Rustyfood" was cruelly drowned by a heinous (and unknown! :)) thug before he became a full member of the Hidden Hands.

 

This nerve-racking challenge referencing "Alien: Isolation" will take place in the entire basement, and I have a message for all thiefs who killed poor Rustyfood in HHI: Pushing one lever will not help this time! :)

 

Geometry: ca. 50%

Models/decoration: ca. 20%

Lights: here and there

AI,gameplay, music & readables:: 0%

 

Mission will be much smaller compared to HHI; Amadeus & Duzenko will help with narration & performance. I hope to have a beta at the end of March.

 

 

...and here are some shots from areas I consider ok:

 

:Corridor.jpg

 

Groundfloor.jpg

 

 

...and one showing one possible entrance to the "Basement of Brutality" - one can almost sense the presence of danger :) :

 

Basement.jpg


Edited by JackFarmer, 25 January 2019 - 03:04 PM.

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#7899 Goldwell

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Posted 06 February 2019 - 11:53 AM

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Currently closing off the first mission in Act 2. Just doing some last minute detailing, adding AI patrol paths and then it's done.

 

Chapter 1 starts off with the player exploring the Grimwood district trying to find out just what that mysterious tablet we found in the thieves guild is. Chapter 2 has us breaking into the Northdale Imperial Bank and Trust to find out what's inside the safety deposit box which we found the key for, also from the thieves guild in act 1.

 

Both missions will be arriving in 2019.

 

Here's some screenshots of the Grimwood district

 

DllgDaD.jpg

 

hYx4x1u.jpg

 

8RL6awb.jpg

 

UYZgQAZ.jpg


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The Accountant
Part 1: Thieves and Heirs | Part 2: New In town

 

Shadows of Northdale Campaign

ACT I | ACT II
 
Stand Alone Missions
Lord Edgar's Bathhouse | Spring Cleaning


#7900 RPGista

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Posted 06 February 2019 - 10:42 PM

Thats some brilliant use of light colors and great atmosphere. Awesome, man.





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