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View Full Version : Medieval/Fantasy mod


HarvesterUT
24th Jun 2003, 05:38 PM
please see the Medieval website for more info on the mod

Medieval Website (http://members.lycos.co.uk/stellarconflict/main.htm)

thx

HarvesterUT

HarvesterUT
24th Jun 2003, 05:57 PM
and another weapon pic...with my fav the xbow!

Dark Messager
25th Jun 2003, 08:11 AM
Maybe if you put the magic workins like adrenaline it will work. Like you make some frags and when you have enough power you make a combination and voila! or you recover magic power by time, and frags help it going faster. About the mod it's a good idea but i already saw a mod with use of magic.

If you need help count with me(i loved dark vengance btw).

HarvesterUT
26th Jun 2003, 02:54 AM
Well here is a cross-post from the Atari forums. it is a WIP design document. oh and here is another pic of my favorite axe!!!

HarvesterUT

Sir_Brizz
27th Jun 2003, 03:22 AM
do this....and i will love you! :p

HarvesterUT
27th Jun 2003, 04:25 PM
do this....and i will love you! :p


well Sir_Brizz, why dont you help me out then? :D

seriously, i am looking for:

coder(s)
skinner
animator?

HarvesterUT

Sir_Brizz
27th Jun 2003, 05:17 PM
because I'm already having a hard enough time keeping up with my current team LOL otherwise I likely would :)

HarvesterUT
27th Jun 2003, 06:10 PM
because I'm already having a hard enough time keeping up with my current team LOL otherwise I likely would :)

:mad:

hehe, i understand.....all these mods and muts people are trying to do

JamesKilton
27th Jun 2003, 11:08 PM
Hey Harvester: Curious, is this one mod you keep redoing or are you currently head of about 4 mods now?

HarvesterUT
28th Jun 2003, 06:44 PM
Hey Harvester: Curious, is this one mod you keep redoing or are you currently head of about 4 mods now?


this is the ONLY mod i am currently working on. I joined the Tactics team, and it died. Then i started Stellar Conflict, and progress was decent, but then we got the news about UT2004 and how they were making space-fighters and all that (which was the essence of Stellar Conflict). So we decided to cancel that mod too cuz Epic was basically making our mod for us :D

so now I bring this mod to the table. this is the ONLY mod i am working on....and if it gains support....this will be the only mod I spend my time on.

HarvesterUT

Doc_EDo
29th Jun 2003, 12:33 PM
I was wondering....Don't you think those melee weapons are all alike?
I mean they seem to me like realism instant hit weapons: Shoot and hit, all work the same just effects differ.
Did you ever wonder about that?

I like the idea of the mod and was thinking making something like that myself, but I wonder what the lack of variety on weapons will do to the gameplay.

Mychaeel
29th Jun 2003, 01:33 PM
I was wondering....Don't you think those melee weapons are all alike?
I mean they seem to me like realism instant hit weapons: Shoot and hit, all work the same just effects differ.I'm sure anybody sufficiently into "realism" mods would stone you to death for a blasphemous statement like this...

...though I tend to agree, to a degree.

HarvesterUT
29th Jun 2003, 03:32 PM
I was wondering....Don't you think those melee weapons are all alike?
I mean they seem to me like realism instant hit weapons: Shoot and hit, all work the same just effects differ.
Did you ever wonder about that?

I like the idea of the mod and was thinking making something like that myself, but I wonder what the lack of variety on weapons will do to the gameplay.


yes i agree that melee weapons are all "similar". however, each one will have different damage, different attack speed, different damage radius (how far away it can hit)

of couse melee weapons arent the only way to fight. magic will play a big role too. mages will be able to cast spells...but of course they will have to shoot and aim to hit their targets. no "instant" spells....that would be too easy.

of course i have thought of the limitations melee weapons pose to a game. having to get so close to another player to attack. players could just run away from all the fights and avoid the enemy. however the only way to gain experience and money (for better weapons) will be to fight. perhaps there is something to be implemented that will allow melee fighting to be feasable? this is why i could always use more people on the team (hint: coders) so we can toss around ideas and come up with something that will be fun and new.

HarvesterUT

Doc_EDo
29th Jun 2003, 04:41 PM
You just finish models, skins, animation and import (a lot of work). For me it's easy so if you don't find coders I'll code for ya. The mapping and modeling takes a lot of work so coders are mostly waiting for others to finish their jobs. The coding part for weapons shouldn't be a big deal. Just finish the modeling/skinning/animation part. :o

One way to make melee fight better is to reduce player speed so it's harder to just run away. :lol:
I bet double jumps, and flips will be cool in those fights. ;)

Also you need to set up a web page for the mod.

Sir_Brizz
29th Jun 2003, 09:32 PM
As for the veriety, try playing Rune. It seems like the weapons would all be similar, but they aren't. PS Rune owns!!!!

HarvesterUT
29th Jun 2003, 11:08 PM
As for the veriety, try playing Rune. It seems like the weapons would all be similar, but they aren't. PS Rune owns!!!!

indeed...thats what im trying to model this mod after...although there are classes and real magic in this one....not powerups like "bloodlust"... :D

HarvesterUT
1st Jul 2003, 04:53 AM
what do you guys think about calling the mod:

"Medieval"

thats it...just medieval....kinda simple...but i like it

btw Doc_EDo...i could really use a coder for the mod. if you would like to help please tell me so we can chat some over IRC and i can give you all the design doc's and we can discuss the coding and gameplay elements.

i know i dont have animations yet, but we can still get much accomplished using dummy packages and other things.

Medieval Website (http://members.lycos.co.uk/stellarconflict/main.htm)

thanks

HarvesterUT

IntRed
1st Jul 2003, 09:57 AM
on paper it doesn't sound to bad, but ingame you'll get a whole variety of problems, being mellee against mellee one of them as you have adressed.
Especially since you've got crossbows in the game aswell, people with a ranged attack weapon will simply pwn, especially against someone with a blade/dagger, who will basically run around like a chicken without a head, trying to avoid them crossbows.
I wouldn't mix this with a ctf typelike gameplay, a domination gameplay would be far better imo.

I think if you concentraded on just one gametype you'd have a much better result, but thats just my opinion.

Mychaeel
1st Jul 2003, 10:07 AM
Especially since you've got crossbows in the game aswell, people with a ranged attack weapon will simply pwn, especially against someone with a blade/dagger, who will basically run around like a chicken without a head, trying to avoid them crossbows.

I suppose that is why crossbows should only have limited ammo and take a good time to reload (which, for that matter, would even be rather "realistic").

I think if you concentraded on just one gametype you'd have a much better result, but thats just my opinion.

I have to agree to that.

Then again, since this is more or less a weapons mod, why make it a game type at all? Make it a mutator and let everybody use it with his or her favorite game type at no extra expense at all.

IntRed
1st Jul 2003, 10:12 AM
I suppose that is why crossbows should only have limited ammo and take a good time to reload (which, for that matter, would even be rather "realistic").
Well then that guy would just run away untill the reload is finished, to compensate you'd have to make the blade/dagger guy run faster, though i'm still doubting thats realistic aswell. (don't know if a two handed swords is heavier than a crossbow actually)

Doc_EDo
1st Jul 2003, 12:49 PM
A player could also throw his knife or axe or a spear.
It's all matter or balance and no big deal really.

HarvesterUT I would like to help. PM me.

Dark Messager
1st Jul 2003, 03:11 PM
Maybe its better if the mod includes more classes. Each class would have trowing weapons, but each trowing weapon would make more or less damage.

Try playing Severance blade of darkness. I think it will help in terms of gameplay and the mod itself.

UTHarvester, if u need help i will enter in this mod.

JackReacher
1st Jul 2003, 04:10 PM
Stryke, depends on the sword, but in most cases the crossbow would be a fair bit lighter... depending on the crossbow :p

HarvesterUT
1st Jul 2003, 06:02 PM
Especially since you've got crossbows in the game aswell, people with a ranged attack weapon will simply pwn, especially against someone with a blade/dagger, who will basically run around like a chicken without a head, trying to avoid them crossbows.

this is why i dont think i'll be adding randed weapons in the game. it will be too hard to hit someone who is dodging anyways...and spells are ranged weapons. perhaps once things are in-game we can make changes


I wouldn't mix this with a ctf typelike gameplay, a domination gameplay would be far better imo

thanks for the input. i agree that focusing on a Domination type gameplay is better than CTF. i just used CTF as an example. the whole idea is still a WIP


A player could also throw his knife or axe or a spear.
It's all matter or balance and no big deal really.


i doubt this will happen...since it would cost alot of gold to repurchase a weapon...unless they picked it up off the ground. but throwing a huge axe or sword isnt very realistic anyways


Maybe its better if the mod includes more classes.


at first i wanted to use classes (fighter, mage, etc). however, this required certain players from not using the spells, and certain armor and would be a PAIN to balance. instead i chose a system that allowed the player to customize his/her player based on how much gold they spent in various areas. some will spend it on magic, some on weapons, some on armor. one the basics are in place we can always go back and add "classes".

Doc_EDo ill send u a PM

HarvesterUT

Caravaggio
11th Jul 2003, 04:42 PM
Idea: Make the weapons magically bound so that certan spells will only work in conjunction with certain weapons. Say if you have a "small" dagger, it will allow the user to spend magic points on a physical shield spell so that weapons like crossbows will only be really effective against other crossbowmen - an even field. Likewise, crossbows mights allow for speed spells to evade attacks from people with daggers... ...or something like that.

Hey Harvester, were you at MGON for a while? I always find it funny when I run into a person from an old forum.

Either way, good luck with your mod.

BobTheFearlessFish
11th Aug 2003, 08:33 PM
i dont know if it would be possible. but instead of having an attack button. if you could allow somebody to block and slash and stab by moving the mouse. you would have a far deeper game. especially if momentum was added to the weapon.

GringoLoco
13th Aug 2003, 09:35 AM
Delirium mod is still alive kicking, although a bit slow. Good luck HarvesterUT!

Later,
GriNGoLoCo

jb
13th Aug 2003, 03:54 PM
Melee weapons are a blast to play with:

http://www.chaoticdreams.org/~ce/ChaosUT2Evolution/temp/melee2.jpg

For Xbow you can give the players the ability to block them to help balance them out vrs ranged weapons. Maybe give the players small sheilds to help make them harder to hit.

BobTheFearlessFish had a point you might want to think about the players movement and the attack they do. That way a player can launcher a two handed (if the weapon permits) over hand attack which should be more powerfull than a trusting attack, ect....

ogaitbp
1st Sep 2003, 12:57 PM
i'm making a similar mod :) but set in japanese feudal age

the page to my mod

http://cliente.escelsanet.com.br/brunnobp/