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The radar would be an excellent example of what I am thinking. As well as simpler tasks (or perhaps not, from a programming perspective, I have no knowledge in that area) such as redirecting power via the 'Access Reactor' button to perhaps shut down defensive turrets. Or maybe shut off the lights, to assist with a stealth mission. Maybe even get more complex within such a simple task. Say, for example, you need to hack a door. But the section, including the terminal that is linked to said door, is powered down. So, you need to find a terminal linked to that section's power network and redistribute power to the other section. This could have unforeseen consequnces for the player, such as the sections defenses activating in addition to the door terminal. Or maybe activating an alarm that summons more enemies that must be shut off from another terminal. I could keep going on, but I think you get the idea.
Looks like you're coming along nicely. I like the hacking system, but I'm curious. What are the point of the other options, like applications, in the terminal menus? Will they be used in other hacking scenarios, like gathering information rather than opening doors? Or do they simply serve as distractions?
...I freely admit, that scared me when I first noticed the eyes. Awesome job.
Oh, how I miss the wonderfulness of Star Wars Galaxies....
Looks good. Can't wait.
It's like you took the sonic screwdriver and combined it with a hydrospanner....I like.
Badass. Sort of reminds me of Arcanum for some reason. In a good way, that is.
Wow. That was a really good read. How long do you intend the novel to be? As for the storyline, I was wondering why the Reptilian PC, Khurr,(who I assume is native to Seasalk) would kill the Seasalk emperor and destory the orb? Instead, might I suggest each character have a different story that eventually intertwines with the others. In Horro's story, you would be the one to kill the emperor and destory the orb. In Khurr would be one of the emperor's bodyguards or an elite soldier that attempts to prevent the death of the emperor, but fails. And S'thet would somehow get mixed up in the whole thing. Then, when the orb is destoryed, they all fall into the bowels of the planet and are forced to team up to prevent the whole thing from falling apart.
Looks nice. I have a few questions however. 1. The pyramid, it's texture looks rather odd. Its too flat and without any details. Will this be changed? 2. Since the maps will not be linked together open world, will there be barriers and then doors to go the next maps? Because, it looks like now you could stand on the edge of a map in look into the game's equivient of Blue Hell. And 3. NPCs, how will they be handled, like merchants and guards? The maps have houses and such, will each be inhabited by an NPC/NPCs? Will some be purchasable by the player? Also, a day/night cycle. The engine your using seems rather symplistic, so is it possible for a day/night cycle? Anyway, good luck. I am eager to see how this project will turn out.
I just found this game and so far from what I see, it looks great. As for the shotgun... The Widowmaker, for something perhaps a bit threatening. Or perhaps Atomizer, nice and Scifi-ish. Maybe a bit too close to "Pulverizer" though. Thats about all I have at the moment. Good luck with this.
That was absolutely great. I loved the piano. My only complaint is I have noticed a large amount of techno in your soundtrack. While normally this would not be a problem, it is sort of out of place in a medieval setting. But I guess that is a manner of personal preferance. Good work.
Perhaps you could do a combination or both. Using TES IV: Oblivion as an example, the wildreness would be one map, Caves and such would be another, and the towns would be their own maps within the walls. You could also divide the Wilderness into multiple maps as well by having natural divides and then loading the map as your crossing it. For example, the bridge over the canyon I have seen a few screenshots and videos. I am not sure if this is possible, but its an option.
Count me in for beta testing. Also, great work on the textures.
Great track, but it doesn't really remind me of a tribal setting. Instead, it sort of builds up in a way that reminds me of an assembling army. For example, the clang at 00:50 Reminds me of a sword being forged. And the drums (I think) in the backround at 01:35 and 02:25 reminds me of marching. This doesn't really matter though, its still a great song and I hope to hear it in the game.
Ah, I see. Also, in regards to magical creatures as I mentioned earlier, what kind of wildlife will there be? Will you have some usual creatures we see in fantasy settings (Werewolves, dragons, vampires, giant spiders, etc.) or will you be having an entirely uniquely created beastiary? Additionally, might I suggest some kind of Avian race. Few rpgs have an Avian race and think the provide a few interesting opportunities regarding culture and religion. For example, they could worship the sky for the gifts it gives (Such as rain, the sun, wind, etc.)and hate races who pollute the sky with smoke from chimneys and forges.
So each specialises in a certain discipline, makes sense. Will any societies revolve around magic? For example, a leader being elected based on his ability to spellcast or a society worshipping an ancient magical person/creature who leads them. I also had another thought. The planet is robotic, correct? Would that not mean it has to be "maintained" by something? Perhaps by some kind of repair drones/robots, which the creatures on the planet could see as some kind of magic creature or a holy/unholy being. Like an angel or demon. Might be too sci fi-y for this, but just a thought.
It's a shame I have no aptitude with development software, otherwise I would offer my help on this project, as it shows great promise. Also, I have an additonal question. Will magic/spellcasting be involved in this setting? It seems it would not, because the more realistic setting, but I could see a few ways it could logically fit in.
Alright, that sounds interesting. I have always liked rpgs with multiple playable races as often times the characters and NPCs react differently to different races. This adds more replayable since one town could be friendly to you if your one race while suspicious if your playing as another. An event like a group of towns people attacking someone from another race can take on a whole new form if you are also that race. Well, thats my two cents, good luck and Ill be watching.
I like the idea you have and I am quite eager to see where this goes, but I have quick question. Will you be able to choose your character's race/gender or will your character have a set one?
I am having a bit of a problem with freeplay. I was curious about this, but I cant seem to activate it. I have looked all over for the freeplay button, and when I tried to teleport the last map pressing ESC+T does work. I am using the steam version if that makes any difference.
It keeps crashing for me, and I have a fresh install of Freelancer, any idea how to fix it?
I already have 1011, how do i downgrade it to 10.3 i really want to try this mod!