Jump to content
The Dark Mod Forums

Recommended Posts

Posted

Dear developers of The Dark Mod!

First of all, sorry for my bad English!

 

I write down some of my tiny ideas for your fantastic work. Maybe some of them are already done or in progress, some of them were cancelled, but this is my way to give tips for a great team. ;) (If this topic is totally unnecessary, please delete it.)

 

+ Thief 1-2-like control system. Not Thief 3-like. :) So the player can crawl without a sound if he or she use the movement keys accordingly.

+ When the player look at an item (door; piece of gold; vase; etc.), it will light up, but not the whole object, just it's outline (wireframe) with a 20% gamma setting. No more lightning up in the darkness which burn the players' eyes out. The player should learn these outlines, so he or she can detect the object's type in completely dark areas as well. This type of solution can create a whole new playing style, because if the area is too dark and the player can see just the outline of an object and he or she cannot detect the object's outline correctly, it could be deadly. ("Ups... I thought it was a golden vase, not an active mine which explodes when I touch it...") - Oh... and the item's name will not appear on the screen when the player look at it! Please. :)

+ The HUD system should be adjustable. The player can switch off the visibility indicator gem, the health display, the ammo display, etc.

+ Before the mission, the player can buy different kind of weapons and items, like short and long swords, little axes, spears, knives, hammers, potions, mines etc. Of course, the FAN-mission creator can determine which weapons and items are purchasable before the mission starts. So, if the player somehow has information about the next mission's conditions, i.e. zombies, he or she buys holy water, water arrows, and a bigger weapon (which is slower but does more damage on zombies).

+ The Doom 3 engine provides a great level of possibilities (i.e. active and usable monitors). Books, maps and papers in the player's hand should be in real time, so in a dark area, the player is unable to read it (except if the player holds a lantern or torch in his or her hand)! These objects are interacting with the world, i.e. with the lights. A paper is as shiny as the surrounded geometry in a room. If there is not enough light, the player cannot read the text easily or absolutely cannot.

+ The player can jump, crouch, crawl, climb, walk, run, sprint, and block the enemy's attack with the weapons if the attack isn't too hard. (With a bigger weapon, the player can block harder attacks too.)

+ There is no bow zoom or mechanic eye, however there are some tools to provide the special visions, like night eye, scouting orb, eagle-eye (zoom), etc. (these are tools, like mines and bombs in the inventory.)

+ The player can pick up and hold any smaller objects in the world in his or her inventory (swords, little rocks, vases, etc.). These includes the valuable items too, like gold; golden vase; etc. There is a limitation, so the player has to choose between the "jewels". Which has the more value? (Every object in the inventory can be dropped.)

+ If the player buys or finds a backpack, he or she can hold more objects in his or her inventory.

+ Broad head and some other type of arrows can be recovered after use.

+ The real time lock picking should be working this way: use one of the two picks on a door. The player hears a continuous sound and watch, how the lock's pin moves. When he or she hears the sound with its higher volume, he or she must use the action button to secure the pin. Then do this with the other lock pick if it is necessary. (This system is good, because if the player is unable to see the lock's movements in the darkness, the sound guides him or her.)

 

i.e. for the sound system of lock picking:

 

S1 – very quiet

S2 – quiet

S3 – normal

S4 – louder

S5 – loudest (When the player hears this volume of the sound, he or she can secure the pin.)

 

Easy lock: S4-S5-S4-S3-S4-S5-S5-S5-S4-S3-S4-S5

Normal lock: S1-S2-S3-S2-S3-S4-S3-S4-S5-S4-S3-S2-S3-S4-S5

Hard lock: S1-S2-S1-S2-S3-S2-S3-S4-S3-S2-S3-S2-S1-S2-S3-S4-S5-S4-S3-S4-S3-S2-S3-S4-S5

 

These are just examples. There could be more complicated or simpler versions.

 

+ The player cannot only pick up objects into his or her inventory but he or she also can grab these items to move in the physical world. (Like in TES IV - Oblivion) Grabbing will be good to move bigger and heavier objects, those the player cannot hold in his or her inventory.

+ The player can throw every single item, which is in his or her hand or inventory, with the press of a button. The longer he or she holds down the button, the bigger will be his or her throw. (golden vase, little rock, sword, mine, etc.)

 

These are my tips for now. Maybe I continue later. :)

Posted

Thanks for sharing your ideas. :)

 

Some of them are in the same vein as what we have already done, and some we won't be doing. I won't specify right now, as things can easily change.

 

That being said, we've pretty much locked down all of our features, so the chances of adding 'new' features at this point is pretty slim. We need to focus on finishing basic the Thief style game mechanics.

Posted

So far it pretty much replicates most of Thief 1/2 gameplay, and then improves things from there.

 

(I don't mind the bullets/font)

shadowdark50.gif keep50.gif
Posted
So, The Dark Mod will be almost completly a Thief 1-2, just with a modern (Doom 3) engine? If this is the case, I am really happy! Yes?

 

For the most part, yes. We're refining, and improving things where we can. I'll refrain from getting into detail as things can always change...but so far, so good.

Posted

Wasn't the intention of TDM, to make a non-crappy Thief 3? :) That would totally answer your question I guess. Or was it just the at first missing T3-Editor?

Posted

Neither. It's the intent of the Dark Mod to keep the Thief community going, by providing a new, expandable base (eventually completely open-source). It has absolutely nothing to do with Thief 3 in particular. In fact, if I remember correctly, the Dark Mod was started before Thief 3 was even announced.

Posted
Neither. It's the intent of the Dark Mod to keep the Thief community going, by providing a new, expandable base (eventually completely open-source). It has absolutely nothing to do with Thief 3 in particular. In fact, if I remember correctly, the Dark Mod was started before Thief 3 was even announced.

 

Dunno bout that last sentence, but we can infer that TDM will be non-crappy and be superior to anything TDS.

Loose BOWELS are the first sign of THE CHOLERA MORBUS!
Posted
In fact, if I remember correctly, the Dark Mod was started before Thief 3 was even announced.

 

Huh, what? Thief 3 was released months before we started working on TDM. We started TDM because T3 did not satisfy many in the community, there was also no editor released with T3 when it came out. As far as we knew, there was never going to be a T3Ed. When it was released, there was question over whether or not we could continue....but once we learned that T3Ed was as hard coded as T3 itself, we knew continuing was the only logical choice. :) So, here we are.

Posted

Thank you. :) I see, this is a healthy team with a great sense of humour. I believe in your talent and looking forward to the first final release! Thief 3 really wasn't that thing I was looking for. Oh... and I won't use + again. :)

 

If I have some other new ideas, can I still write them down here?

Posted (edited)

Wow... L34t h4x0r sk1llzzzz!! :P

 

To those who don't know me, no i don't post stuff like this in a serious way!! :D

Edited by STiFU
Posted
NEVeR!

That's artistic! Have you ever considered a career in graphic design?

 

NEVeR!

Oh. Okay.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
Posted

You would have to pay those monkeys to sit and sip coffee in "hip" neighborhoods also, and pretty much rip off whatever they see people doing.

 

[EDIT: Like, "I just saw this awesome "Never" design on the intraweb! That would work great for our Nike campaign!"]

Posted
Don't mock it -- companies pay hundreds of thousands for somebody to produce a design like that (although not to the individual graphic designer, of course).

Who's mocking? :mellow:

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
Posted

Another "crazy" idea of mine: Please create us a video-trailer of a small mission, which was designed with the current toolset of The Dark Mod. The mission shouldn't be logical or big, just to show, how things work at the moment. What do you say?

Posted
Another "crazy" idea of mine: Please create us a video-trailer of a small mission, which was designed with the current toolset of The Dark Mod. The mission shouldn't be logical or big, just to show, how things work at the moment. What do you say?

 

Already planned, just a matter of getting it done.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Arcturus

      I need money. Anyone wanna hire a 3d artist?
      · 4 replies
    • Petike the Taffer

      The preliminary working titles for the missions in my now-in-development Partners in Crime series: 
      - Partners in Crime 1: A Mere Trinket
      - Partners in Crime 2: Beacon Burglary
      - Partners in Crime 3: In the Bleak Midwinter
      - Partners in Crime 4 (5 ?): Fishy Dealings
      - Partners in Crime 5 (4 ?): A Thief in the Night

      No title stealing, please.  In return, I promise to finish these. I do stress the preliminary part. Beyond the broad strokes storyline, plot, objectives, briefings and the (currently built) layouts of these FMs, I haven't fully decided about every single detail yet, including the exact order of the missions (4 and 5 might switch places, with the story adjusted accordingly). I want the overall plot to be plotted out a bit in advance and not suffer too much from inserting prequels later. I also prefer to let my FM building fill out part of the details naturally.

      Currently working on the second FM, and once I do enough work on the current prototype, I'll work on the first one, until I get that one released. Then complete the second one, get that one ready for release (hopefully) a few months later, and so on. I want most of the early missions to be fairly small and confined, and get a bit bigger as I grow more confident in my FM making skills.

      Though there is an overarching storyline to this series, the missions themselves are mostly episodic in nature. They factor into the character development of the two main characters I'll have in the series, but it's the kind of continuity where the mission's own plot and story wouldn't depend on it. 
      · 2 replies
    • SeriousToni

      Nice to see that ai_undressed_old_man_01 will be finally available in TDM ! 
      · 0 replies
    • opnode  »  STiFU

      Saw you username pop up, just wanted to say thanks for your recent commits :3
      · 0 replies
    • Petike the Taffer

      I've updated all of the Fan Mission documentation on our TDM wiki. As I've gone to the trouble of documenting every officially known fan mission, we currently have a total of 192 missions (the vast majority of them Single Missions, and a few done in the format of a Campaign). Maybe I should get working on my own again, soon, just to add something to the approaching first two hundred. 
      · 0 replies
×
×
  • Create New...