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Found 4 results

  1. Seeing 16-bit colour in the 2.08 beta made think of the retro aesthetic some games are going for, like Gloomwood. What would Darkmod with a retro aesthetic look like? Screenshots: https://imgur.com/a/jqt2trc I used these settings (and one shot with low res for comparison, seta image_downSize "1" seta image_downSizeLimit "64" seta image_downSizeBump "1" seta image_downSizeBumpLimit "64" seta image_downSizeSpecular "1" seta image_downSizeSpecularLimit "64" seta image_filter "GL_NEAREST_MIPMAP_NEAREST" seta r_fboColorBits "16" These don't look half-bad and I wonder how much work taking this to fruition would entail? It seems the textures just need to be rescaled consistently and objects and models need to be made more low-poly. Could r_fboColorBits support 8? Maybe I got rose-tinted glasses on but I just think it would be cool
  2. Hi Everyone!, I'm no modder but I had this idea when I thought about the story line progression of the thief world. We all know the inventors guild creates code locked devices. It therefore makes sense that a rouge section of the inventors guild or an interrogated inventor or stolen coding systems is how a CRACKER and CRACKING would take place. This could introduce a new kind of thief character the CRACKER CRACKERS cause problems for inventors, builders, banks, organisations and threaten to force out the traditional thief by forcing an upskilling of the entire thief world. Consider the thieves guild maybe at war with the crackers guild who consider themselves contemporaries as oppose to the uneducated, haphazard traditional thieves CRACKING requires the thief finds coding systems and if he can locate the master code he can unlock an entire companies resources. CODED LOCKS spreading across the city supported by the Watch, the Builders, corporations as a response to the proliferation of thieves. Now affordable are propping up everywhere even on common furniture causing issues across the thieving world. Are the Code Inventors villains? -- Maybe it is possible for the code makers to be forcibly making criminal organisation monopolies by providing codes only to those who can pay enough to the right nobles, invention masters etc. Lots of ideas here for new story lines and game play. I hope it adds to something interesting for you guys.
  3. This is a pretty big and complicated feature, and I realize it will likely not happen in reality... at most it would be a mod. I was still wondering how people feel about it though, and if they think it would be fitting for TDM and its gameplay. The first DeusEx game had a damage system exactly like this, and I remember it was one of the things I used to love about it. The idea is to allow each section of the body to take an independent amount of damage, which has various effects on the player. The typical sections are: Torso, head, arms, legs. When your torso is damaged, there's usually no effect other than that you die. When your head is damaged, vision becomes blurry and dark, and hearing might be impaired too. When arms are damaged, you are less efficient at using tools and weapons, and will ultimately drop what you are holding in your hands. When your legs are damaged, you start by no longer being able to sprint, and end by being forced into crouch mode. Why would something like this be done? Mostly for realism, and to have extra mechanics that better simulate what can happen to the body in battle. Gameplay wise, it would certainly add an unwanted layer of extra difficulty, but also some strategy: Imagine you have only one arrow and want to shoot it at a guard... you might want to choose whether you wish to hit the head and kill them, just the arms so they can't use their sword to attack you, or their legs so they can't chase after you. Oppositely, if you get a body part damage and an ability impaired, you'll have to make do with that limitation and look for alternatives... for example you can't run so you must be much more careful while hiding.
  4. TDM has a complex and amazing AI: Guards can do all sorts of things like noticing when something was stolen, detecting broken arrows on the ground, permanently remembering encounters with an enemy (the player), and much more. But there seems to be just one obvious thing, which the AI is completely unable to take into account right now: Allies who go missing. Suppose two guards patrol a corridor. They always walk in opposite directions and meet each other in the center each turn. The player later kills or incapacitates one of the guards, then hides the body in a room. Currently, the remaining guard never questions where the other guard has gone after a while. Expected behavior would be to become somewhat alarmed. My suggested implementation is this: There should be a way to define how often two or more AI's should expect to see each other. Each AI has a value for every other AI, indicating how many seconds have passed since they were last seen; As time goes by, the value slowly increases... but whenever the given AI is spotted, it is reset back to 0. If the value is allowed to reach a certain amount, like say 300 seconds (5 minutes), the AI should stop and mumble something like "where did that other guy who was with me go?". The guard should additionally get an alert level each time... starting with just stopping and looking around, and later drawing their weapon and searching for an intruder. If the missing ally is seen after some time, the AI should say something like "where did you disappear, I was worried about you". I assume this would be a bit of work, and will also require new voices. So even if it won't happen tomorrow, I wanted to put the idea up in case someone would like to take a look at it eventually.
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