| 06-16-2004, 08:48 PM | #1 |
June 16th I fixed some bugs related to a very basic and old trigger: Attack... There was bug related to the damage dealt to the target and another, much more troublesome, the enemies didnt always had the same stats, dunno why I havent saw this before lol, a friend came and asked me why the back row were making more damage even... I was like !!!!!!! (mainly because I never added any backrow system). Anyway the bugs have been removed :P Last week I mentionned something about a new terrain/map and here's screenshot of its current state. This is a cavern inside of the mountain. Our party will have to go through it on there road to *censored*. Tho it wont be as easy, an old gate block the only way to *censored* and to open it, the party will have to fight the guards and solve a key puzzle. You must enter the correct patern on the lower floor to open the gate, if you are feeling lucky, you can try one of the 120 possible order but each time you fail, the puzzle will be reset(the order change too). The correct order can be find on the second floor, the switch on this floor flash one by one, showing the order. But here's another problem for our party, the second floor can't be accessed by their side so they will have to go back outside and find another entrance... This puzzle should take 15-30min to solve, more if you are either trying the "I'm feeling lucky" method or if you are running in circle in the cavern or mountain. Note: The map is still WIP, I have to place environment doodads and make the *censored* guard based. EDIT: umm I forgot to enable lightning in the editor before taking the sceenshots. The cavern is more darker and feel more dangerous. |
| 06-17-2004, 03:34 PM | #2 |
I'll work on skill and magic this week :P I'll have to design all the skill but I'll concentrate on the playable characters of the upcomming(sp?) demo. BTW, the next demo will probably end just after resolving the puzzle. |
| 06-20-2004, 07:58 PM | #3 |
June 20th I have had a 1vs1 battle to the intro. This is a duel between Captain Hodric and the mercenary.. Also, a new action can be used now. It is Flee (the first skill of Kelv). You have a chance now to escape most of the battle at the cost of some MP, Gils and/or Items. Did some cleaning to the forum too. |
| 06-21-2004, 04:25 AM | #4 |
June 21th Added a new skill for Hodric: Charge, it charges the sword with magic and then Hodric slash an ennemy dealing more damage than a normal attack. The campaign menu is now finished, [Death] did my request for it and worked on it for like 6 hours today. The result are amazing (a lot better in game with the animation). The snowflake have been replace by rain and the animation has been modified to give a better look (rain floating around isnt the best usually). PS: More may be to come today depending of how long my final exam of highschool is! Graduation party this saturday too.. |
| 06-21-2004, 08:27 AM | #5 |
Fine work! Wish you good luck for your exam! ;) |
| 06-23-2004, 03:28 PM | #6 |
June 23th Added an optionnal boss. The reward will be (beside exp and gils) the gears of those who has fallen to the monster... Should be interesting. |
| 06-25-2004, 01:35 AM | #7 |
June 24th Reworking the puzzle. You will discover the order with runes(placed around the map) that contains small hint of the order. I closed the bottom as you can see, the foot switch will flash once the code has been correctly entered. The code wont be changed anymore. Im still not sure of what will happen if you miss (maybe a battle with a rather strong dude). |
| 06-28-2004, 05:02 PM | #8 |
June 28th I've been quite buzy for some days (prom).. Today is the day for voting so I'll still be buzy :) The puzzle's hints will be a story you have to reform (each line having a little number at the end). I hope having time to actualy start the coding. |
| 07-04-2004, 04:43 AM | #9 |
Back on project news, I'm sorry for not having post anything but it because I haven't done anything for a week.. I had several prom parties and I've been "addicted" to Neverwinter nights at my return. But since my fighter cant protect herself from instant death magic (I think I fucked up my character when creating and leveling), I can't continue anymore and have to restart the game... I think this has been a good cure to my "addiction" =P Note: I have to say that I really like the character creation system of those game and that I'm thinking about creating something similar for War3 at a time. Anyway, I'm back to moding (thanks to the stupid undead guy). I will continue work from where I left tomorrow. I'll see what I will do with the project once the next demo has been completed (Either continue the story, Concentrate on writting tutorial on how to mod my mod OR simply quit modding to concentrate on study, work, women..) EDIT: I'll post all the information about the job in the other thread on the forum if you dont mind. |
| 07-07-2004, 09:28 PM | #10 |
July 7th I've done the code for the "environment interaction" system. When you are near a specific object that you can interact with (item on the ground, people, door...), a " ! " will appear over your head. - If you press the ESC button with a mark over your head then you interact with the object (instend of openning/closing the menu). - If you go too far of the object without pressing ESC then the mark will simply disapear and the ESC button will return to it default function. - You can interact only one time with an object by transition. Which mean if you want to talk to a NPC again, you will have to change area(map) then come back to him. You may think this is stupid but it will save you the time of listening to the same guy with the same comment again and again. - If the NPC has something new to say, you can talk to him without having to change map. The beauty of the system is that you won't have to listen to the same comment twice hoping the NCP has something else to tell you (you can still talk to him again if you change map and come back... useful for people that werent reading the text and that have missed valuable information..). I will (and have to) add lot of "object" to each map so they get more interesting. Haa the feeling of founding a "secret" item in a dangerous forest, your effort (several battles) won't be for nothing this time. =P |
| 07-08-2004, 06:33 AM | #11 |
Sounds fun! :D Will the system work on patch 1.15 or 1.16 or an earlier one? |
| 07-08-2004, 02:33 PM | #12 | |
Quote:
That remind me I have to get the 1.16... As far as I know, the trigger editor and the campaign editor never had problem with previous patches. Its the object editor that cause those problems and I dont use it much (only custom unit). |
| 07-26-2004, 02:47 AM | #13 |
July 25th I've been very occupied for the past 2 weeks (works and parties) so few things has been done :/ However, I have more free time this week =P I've redid every loading screen, took lot of time but the result is a lot better than before. You can now see a clear small pic of the map (not blurred anymore), the name of the area and a general description. I took another 4 hours to make the credit. It's a map that you can access from the campaign menu. It's very detailed and took me at least 3 hours to find the creator of every custom things I use. I also started work on the triggering for the puzzle in the cavern(remember those 5 lever with the switch?). You will have to activate censored(number) levers, then activate the switch. If you activated the good lever, the door will be opened, if you failed.. you will fight the guardians (which is bad for you). Hint can be found at several place in the cavern. |
| 07-27-2004, 04:42 AM | #14 |
July 27th Everything is done!!!!!!!!!!! Now the project will enter a small testing phase and the script will be corrected by other people than me :P. |
