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New Horizon

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Posts posted by New Horizon

  1. Sort of like a template that people can add to their own maps? That would be fine. I don't think it should be integrated into the system in any other way though, for reasons already discussed in the previous thread.

    Yes exactly, just a template. I personally wouldn't want it integrated in any way, but it's a nice option to have in the wings.

  2. Hmmm, I think you are talking about something that would be made part of every persons fan mission. Is that correct? The pregame loading screen would be perfectly suited to most people I'm sure. I was just thinking of some optional mechanics in case the FM writer wanted to add some more detail to a mission that begins downtown by having one or two shops along the way. Mr. Thief could stop into a shop for supplies on his way to the mansion. Sorry if I'm repeating myself, I just want to make sure I get the concept accross correctly in case I'm being vague.

  3. I was discussing how this could work in the City concept thread. the primary problem I see with this is. It will add an element to EACH map wehre it will be used. How should this work in a cave setting? How will the FM author atioanlize the existance of a shop in the middle of nowhere? If the map is non/linear the player could come back anytime. This means that the balance will be lost because he can buy something in the middle of the game. I don't think that this is a good option.

     

    I have to look up the thread where I presented this concept.

    I totally agree with what you're saying. I wasn't very clear in my explanation though. I'm only suggesting that we could setup the mechanics for an ingame shop so that FM players just have to design the architecture and then implement our settings.

     

    For example, we could make 3 AI that are specifially shop keepers. The store doesn't have to be part of the map, the tools are there however to make it possible if it works for that designers intent. Perhaps their mission requires the thief to pick up some goods on the way as he passes through a small section on the map.

     

    It would be entirely up to the authors whether or not they wanted an ingame shop, or if they wanted to use the old T1 and 2 style pre mission shop screen. :)

  4. I quite like that concept. Very stylish. I have another suggestion on how a shop might be implemented that I would like to discuss.

     

    I wouldn't want to even suggest the shops of T3, they were very repetetive. The idea I had was to make the shops interactive, like a regular building. The fan mission maker could make it part of the map if they wished to have an ingame shop. So, our Thief walks in, shopkeeper mutters a welcome and goes about his business. You pick up a few items, walk over to the shop keeper and maybe hilight the cash register or whatever he has...kaching, your money is taken...."Thank you sir. Have a marvelous day." You leave.

     

    Now, there are some other fun elements to be had...as the shop keeper can be like any other AI and can freak out if you try to steal something. If you run out without paying, the dude is going to start screaming and run after you alerting anyone nearby, unless he has his back turned of course. Heh heh. there is also the option of needing the storekeeper to unlock higher priced items that are held in display cases...if money is tight, wait for the shop keeper to go unpack something out back and then pick the lock, steal the goods and run.

     

    Anyway, just a lot of loose ideas. I'm sure there could be a lot of gameplay ups and downs.

     

    I'm not saying we shouldn't have the loading screen T1 and 2 style shop though...that could be another option for the fan mission makers as i know lots of people have tried to have ingame interactive shops with dromed. I don't know how successful they were though.

  5. Yes, well spotted guys, it is just a human with parts of the skin removed and a skeleton thrown in, and yes I did just throw on some procedural textures)

    I'm very lazy, and procedurals are just so much quicker and easier, I get that 'procedural look' crit a lot.

    Like I said though, it's just one I had knocked up months ago as a concept and needs a lot of working up.

    Don't worry I'll have it looking a lot squeltchier and gross the next time you see it.

    You''ll be able to smell it.

    Ewwww. Can't wait!!! :)

  6. I do agree with oDDity in principle, but for this stage of our work the goal is to create a set of editing tools to allow fans to create their own Thief style fan missions. We waited so long for T3 only to have it come out and slowly fizzle, and our dreams of fan missions with it. That unfortunately means we follow the established conventions of a lightgem and other such old school tactics. :) We can still toggle them off, but they are still there for the fans. One last hurrah shall we say. I would say that this project was born of of 3 equal parts. Necessity, Nostalgia, Love. So, for now I say we stay focussed on the editing tools.

     

    I don't mean to come accross like I'm shooting down such ideas. You bring up excellent points and I agree with them. Nothing should stop us from pulling out all the stops for our own campaign should we make one. With that we can deviate and improve as much as we like. :) When that time comes, I say we blow the lid off this sucker and see what we can do.

  7. Woot! Not a nay-sayer!! Down with the nay-sayers!!!! haha

    :lol: That damn clickity noise that they made freaked me out. Hmmm....I wonder if my voice actors can pull that one off. That would make an interesting audition. "Make a clickity sound......no no...more saliva..good good!" ;)

  8. hmm. Not bad, but i'm not sure if everyone will get that it's an anvil right away.

    Yeah, I know what you mean. Anvils are pretty difficult to make distinguishable since they're basically a block. It shall take a better artist than I to make that distinction I think. :)

  9. The only thing I truly consider woo are the ghosts, undead...stuff like that. That being said, it has been established that some very strange things exist in the fictional Thief world.

     

    As long as it's not earth and exists on some other plane of reality, then I think we should be ok with the creatures and undead....within reason. We don't want an all out Woostock on our hands.

     

    Jimmy Hendrix, back from the head? YIKES!!!

  10. As for removing the lightgem, that's a piece of cake. We'll have an option in the Options menu to toggle it on or off. The lightgem is one of the classic Thief icons, so I don't think we should get rid of it.

    Agreed, there should definately be an option to remove it...but we still have to keep in mind that we are creating an editor for people to create their own Thieflike fan missions. We shouldn't really deviate too far from the course we have set, which is to capture a Thief 1 and 2 style game. Not to be a nag, I just want to make sure we stay focussed. ;)

     

    Should we all decide to stick around for a large campaign then I definately want to push the envelope and see what we can do to improve the gameplay in new and interesting ways. For now though, lets give the fans what Eidos won't. :)

  11. I like Springheel's idea of a picture on the left, the menu on the right. This would allow individual modders to make their own artwork to put on the left-hand side to give a 'teaser pic' regarding their mod, right? Might be a good selling point to other modders.

     

    "Stop, Thief!" and "The Man That Took Stuff" don't seem to really do it for me. Thief, as we know it, has a serious, dark and foreboding mood. I'd want to play on that feeling rather than something that seems lighthearted or comedic as I feel when I read these. They're definitely crafty, but not my personal preference. I immediately thought of the 1980s electronic boardgame titled "Stop, Thief!" when I read that one. (I used to LOVE that game!)

     

    Here are some ideas:

     

    * The Mod Squad

    * Thief: The Modding Age

    * Thief: The Immaculate Collection

     

    Haha, I'm only kidding ;)

    LOL Yeah, those names were just kidding around. I was mainly making a jab at Eidos as I thought that "Stop, Thief!" would be two words on their mind if they thought we were copying their property texture for texture. ;)

  12. NH: That font would be good for diaries and letters, but I think we're trying to go for a more ancient and well regarded tome feel for the menu book.

    Gotcha, wasn't quite sure what was meant by making it look like it was written. :) Definately looking great though. On the sound front, I'm going to look at Microphones tomorrow, I want to upgrade before I do anything for the Dark Mod.

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