Ah, good old 3ds. Wish I could afford a licence for the damn thing (though given the money I'd probably err toward Maya due to familiarity). Just so, so very expensive. Still, reasonably set up these days, I'll just (finally) stretch for a Marvelous Designer license in February (when I get the relocation money from my employer) then I'll consider myself pretty much softwared up for both game and miniature production.
My current aim within Sundren is trying to stretch the engine as much as possible, it's not that ugly, and with modern machines the areas can be quite dense. Though I will admit it doesn't always work. The complexities of the stables above were due to it being in the corner of a castle which was designed so that it could be besieged on all sides by horrible types. While that notion has been trimmed down (you can still defend the outer walls, just not the inner) - Largely due to keeping the area above 5fps) and taught me some valuable lessons for the eventual Aquor/Avanthyr remakes (on paper they'll both have some convoluted walkmeshes).
Outside of Sundren, well. Definitely not working on a PW, currently I'm fleshing out some basic systems with the idea of creating some simple games. My wife's asked for an avatar generation system, so that's becoming a test bed for a character/facial creation system with 3d avatars in UE4, nothing outrageously complex and a 6 month timescale. After that, dunno, got a skill&LOS based stealth idea that might work for a small game, cover based combat system that could also be entertaining (and behavior systems just look downright fun, imagine, creatures and things that behave like creatures and things!) - Just little things to try out. I might, might spring for the MMO Starter Kit, partly because it's simpler than me trying to dev it and partly because I'm pretty sure I can cock together a 'DM Mode' for it. It'd also be handy to have a multiplayer test bed for stuff. But that's way down the list of priorities and likely a year or more away.
I guess you're right that every journey begins with a single step, perhaps it's just a way of looking at things - For me rather than having the singular goal of a PW the aim is to create disparate systems that could, conceivably, be stuck together to form something greater. More about the journey than the destination
Either that or I'll end up doing statuettes and miniatures (got my eye on a Form 2. Sexy beast). Either works.
Kovah, and anyone else that wants to help: Quests.
Quests are great, easyish to implement but more time consuming to write all the dialogue and what not. So, if you want to help out do dialogue and whatnot for quests (keep in mind the setting and the likely need for repeatability). Either PM them to me or (better yet) do a Help Request thread with the prefix QuestIdea: and we'll work with you on them!
If you want to format the quests into an easy to implement style then there's info in this old post here, but any format works.
Use skills, use attributes, use classes if need be! Above all, make them fun.
My current aim within Sundren is trying to stretch the engine as much as possible, it's not that ugly, and with modern machines the areas can be quite dense. Though I will admit it doesn't always work. The complexities of the stables above were due to it being in the corner of a castle which was designed so that it could be besieged on all sides by horrible types. While that notion has been trimmed down (you can still defend the outer walls, just not the inner) - Largely due to keeping the area above 5fps) and taught me some valuable lessons for the eventual Aquor/Avanthyr remakes (on paper they'll both have some convoluted walkmeshes).
Outside of Sundren, well. Definitely not working on a PW, currently I'm fleshing out some basic systems with the idea of creating some simple games. My wife's asked for an avatar generation system, so that's becoming a test bed for a character/facial creation system with 3d avatars in UE4, nothing outrageously complex and a 6 month timescale. After that, dunno, got a skill&LOS based stealth idea that might work for a small game, cover based combat system that could also be entertaining (and behavior systems just look downright fun, imagine, creatures and things that behave like creatures and things!) - Just little things to try out. I might, might spring for the MMO Starter Kit, partly because it's simpler than me trying to dev it and partly because I'm pretty sure I can cock together a 'DM Mode' for it. It'd also be handy to have a multiplayer test bed for stuff. But that's way down the list of priorities and likely a year or more away.
I guess you're right that every journey begins with a single step, perhaps it's just a way of looking at things - For me rather than having the singular goal of a PW the aim is to create disparate systems that could, conceivably, be stuck together to form something greater. More about the journey than the destination
Either that or I'll end up doing statuettes and miniatures (got my eye on a Form 2. Sexy beast). Either works.
Kovah, and anyone else that wants to help: Quests.
Quests are great, easyish to implement but more time consuming to write all the dialogue and what not. So, if you want to help out do dialogue and whatnot for quests (keep in mind the setting and the likely need for repeatability). Either PM them to me or (better yet) do a Help Request thread with the prefix QuestIdea: and we'll work with you on them!
If you want to format the quests into an easy to implement style then there's info in this old post here, but any format works.
Use skills, use attributes, use classes if need be! Above all, make them fun.
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