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Deadlove

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Everything posted by Deadlove

  1. Agreed. After first load, quick loads take only a couple seconds.
  2. I figure a thread that lists the different programs besides Dark Radiant would be helpful. For example: Sound Effects - Audacity 3d Animation - Blender Tiles - Photoshop Stuff like that...then I'll take everyone's replies and put them in this top post so other members of the community can be informed on what are the best programs to use when creating for TDM.
  3. Maybe once the thing is done, I'll revisit and add different difficulty skills. Not a major concern at this point.
  4. Difficulty doesn't have to be timing AI patrols, or creeping on floors. Every play Portal? That game required a lot of thinking, and was difficult, and didn't have a single enemy. If I remember correctly, both Moonbo's Requiem and House Of Locked Secrets only have one skill to play the game on.
  5. Like when weapon was armed and now is stung bacj, if there was subtle water ambience really low so it have a motif to the water arrow. The tips arrow could have a Foley for rope strecting, like rubber gloves, or the noisemaker could make small ticks while being drawn back? Do guards hear weapon sounds grind drawn or sheathed or aimed? Or are they just there for character immersion? I am under impression guards do not hear player grunts, but could be wring.
  6. I even wanted to put worms / maggots in tge sounds so tge zombies sounds like it was rotting and deconposing. It was more of a challenge I anticioated. That part didn't happen.... yet!
  7. The layers are simple enough on their own. I was imagining a rorrin voice box with holes that produces more than one sound. The overkill of sound is at the ended when all three are coming after the player at once. Also, some was intentionally done to make zombie audio more creepy and disturbing. Try to scare the player more. Weapon sounds are my next adventure. It would be nice if during water arrow made different noise than miss it broad head. It's not that big of deal because the impact is still unique. However a slight hum under the arrow / now sound while aiming would give more personality and character / individualism to experiencing each weapon.
  8. ALSO, IMPORTANT: THIS CAMPAIGN WILL ONLY HAVE ONE DIFFICYLTY SKILL. Objectives are not mandatory will all be listed as optional, or as tips if I decide to use TDM store.
  9. TDM offers so much variety with objectives and exploration, including the beautiful graogics. Because of the story telling qualitues, a real mystery I have imagined and I am thrilled to carve out my own parts of Bridgeport. Also, so many objectives that I've never heard of used will be, at least in a different way. For example, knocking out an upcoming role model guard and needing to transport his body to a place he shouldn't be for a jealous associate who wants to see his career take a turn for the worse. Maybe to a murder scene set by another associate or even you have asinate yourself? Ideas...
  10. Sadly, there are still lots of bugs. I'm glad we made a holiday deadline, but it should really be revamped at some point....like after the rest of the campaign is finished.
  11. Not really, just minimal guard puzzles, lots of strategy (environment), and a lot of wandering and reading a lot of back story. Surrounded by of corpse, TDM's gorgeous graphix. But thank you! Some would already argue that AMNESIA was already made, but AMNESIA didn't have rope arrows.
  12. I'm going to making up a PK4 for whoever wants to dump this into their sounds and mod the mod. Har, har, har...funny joke!
  13. Some updated details emerge! 10 missions total. Some potential (finalized) names. I still need to come up with the others, or perhaps maybe alter a few titles to better match the overall continuity better. H E R E S Y - HAPPILY EVER AFTER - MOTHER KNOWS BEST - BLACK ART OF CRIME - BAITING THE HOOK - MAKING YOUR CASE - THE NEW COVENANT - THROWING THE GAMBIT - NATURE OF THE BEAST The story is written, however, it is loosely compiled, as the game plan is to make the missions, and then fit the story in. So more than not main characters won't be making appearances in the missions until the final assembly, and then the story can be fit in. It's a very lose story, but has lots of depth, so it shouldn't be too hard to bring it to life by adding extra readables, conversations or similar devices to further the plot once the campaign gets far enough along justify stringing the pieces together. This way, if the campaign doesn't get completed, as least the missions that make release can all be played and be enjoyable without having to be connecting to an over arching story. My philosophy with the over all game playing experience will be as follows. The game levels will start off easier and shorter and become progressively more difficult and longer as the game moves through each of its three acts. Quick Story info: Your character starts off with amnesia, and needs to piece together what's happened! How cliche, but really I am a sucker to this plot line.Can't tell too much more, but I will in due time! HELP WANTED: Most know my DR skills are about as skilled as someone who can build levels for Wolf3d or moderate DOOM levels.... - I am looking for mappers of any caliber to assist in assembling the missions. I play to build each mission in a modular manner, with several mappers doing a room or two each, and a supervisor acting as a central hub to guide me with putting them together. This way we can take a huge amount of stress of a single mapper being responsible for a complete mission. - I am offer looking for some modelers. I'm not looking for new models, but alterations on existings models (color changes in clothing, slightly different outfit, add a hat or jacket, those types of things. - I will be and can handle all the sound design, but may need a bit of assistance in setting up shaders and getting the barks to be assigned in game. Unless someone wants to help, which I will not discourage. Appendix A: Expect nontraditional thieving and goals. This is going to be a stealth/horror/exploration/adventure game more so than just stealth. Appendix B: If anyone wants to get involved or is seeking more into, please reply in the thread of send me a PM. Thanks for the support, my fellow taffers!!
  14. After blowing my mind off testing, I'm still excited to play the official release! Here goes the next several hour of my life. Cheers! Question, if we find bugs, should we report to this thread or the BCD in Beta Testing Forum"
  15. Also perhaps point out that mission exceeds TDM normal standard requirements for optimal experience.
  16. I know load a screen is finished. Maybe adding "mission 1/mission 2/ prologue " would be helpful to display it is a serious mission.
  17. It maybe release piece of mission by piece of mission. QFT.
  18. The things that I like the most about this series is that all the maps happenin entirely different places and they all have their own unique characteristics and they all have their individual type of environment to explore. I'm excited to see where Grayman takes us in the forth installation of the series.
  19. I would think T,A,S would have knowledge of it in their libraries
  20. It can also be linked to partnership (secret or not) between the inventors guild and the pagans and the fruits and flowers used to distill invisibility and slow fall off and breathing underwater and such that the potions were made. Ideas...
  21. Not only that, average players rely on those exotic knock mine or gas for those who needs those tools to make the game fun sn completable a mission to progress (although in a messy way ). When I first started playing TDP if I needed all the tools I could get by the levels and as I got better I rely solely on stealth and played on the expert skills. I think it's unfair to not offer the option to beginner TDM player is as they get their skills better to play the game as more experienced players here on the board can and not use potions. But to not give the author the option to offer them is bad gane design choice.
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