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Hey hey hey because unstable as fck :3
Interesting, shouldn't even be too hard to do. I'll give it a shot.
Guys.. let's just chill and maybe take the discussion to the forum or personal messaging :)
I'll explain the choices I've made with the armors:
1) Militia: I've divided them into 3 categories:
-Recruits/ City Guard (Light Guard Armor from G1)
-Guards (Upper Town, Militia Headquarters, the one with the headgear in the video)
-Marshals (Martin,Wulfgar,Engor) that have the Witcher2 breastplate, probably without the roman styled helm (that was for fun)
-Knights (chainmail mostly, cool tabard and full helm because the chainmail coif looks really stupid on them) <-- the named knights will have one, I'll do one myself in the near future
-Paladins (Full plate, full helm)
-Hagen's Personal Guard (Albrecht,Ingmar) - Royal Guard Armor
-Lord Hagen (lacquered armor)
You have the roadmap just below your post.
Updated roadmap to the gameplay release:
Add stances (1h/2h/dual/dex/axes/spears/shields) to hero/npcs and check if theyre kept between worlds/save-loads
Add items and armors to npcs
Add relevant npcs
Add magic runes/spells
Add shield bash feature (more on final release)
Add staves + magic staves
Add monster AI and check for crashes
Add trainers for shields/dualwield/dex weapons
Tweak all items
Finish scripting the prologue
Bugtest (ill prolly leave you to that)
Took a REALLY long time, but I AM DONE modifying militia/paladin armors.
I wanted to thank GothicManiac for the helpful insight over design and aesthetics. I'm really satisfied with the results, and a video is uploading as I'm writing this.
GothicManiac: Sorry mate but I couldn't manage to replicate the armors, hope that you're fine with these :)
Scratch that, there's more to come. And it's final this time.
You should be able to sprint for 15-20 seconds. It won't scale.
The bad thing is that I dont't even remember what I changed, it's still a big old wip to me too (and that's really bad XD)
Nah **** rhetoric, no amount of smooth talk is going to save you <3
I'm planning to add a visual thing when you can/can't do stuff, especially when using the blackjack/assassin dagger, in a "Press F to pay respects" kind of way.
NOW WITH DETACHABLE HELM!!!!!!! SPECIAL PRICE AT 40 GOLD PIECES ONLY IN MORTIS' ARMORY!!!!
PRE-ORDER IT NOW TO RECIEVE AN AWESOME SLEEPER PLUSHIE!
LETS GET TO MODDING SHALL WE!
I haven't decided just yet, for now it's free to use :P
Oh yes, forgot. I wanted to create a very gloomy atmosphere for Requiem (cmon that's the ******* mods name what did you expect ponies n rainbows?)
Also, did you notice the new font? :D
In no specific order:
Sky Textures (rainy/not rainy) <<-- Sill WIP
Dual Wield / Bowshooting not interfering with eachother
Sprint without bar
Some Guard convo (Armors due to change)
Rainy day: It'll rain ALL day long, or until you rest in a bed.
Same goes for the "sunny" day.
The crowd spoketh. Old Camp-style armors it is then!
Video is coming tonight regarding skies and some other stuff. I've tried for 2 days straight to get different sky textures for different days but without luck so far (only orcwarrior managed to do so for Czas Zaplaty, nobody else could!)
So it'll only be "day without rain" and "day with rain". You'll see both of them in the video. Since I can't use much bandwith I'll treat you with a new screenshot, and upload the video later this night.
I can't upload the video because I can't use bandwith atm.
90% sure I'll use those. Model is from L'Hiver (Witcher2), texture is edited by me.
Meanwhile, a little sneak peek.
That can easily change with some tweaks, dont worry. Its mostly about the sky textures.
Hopefully Ill finish this today and ill show you both presets :)
Now that you mention it I could create a foggy/sunny switch that changes every day.
As of now, both are present in the game (Morning-left, Afternoon-right)
I'm almost at a breakthrough with skies and their textures. I'm really excited on what I'm doing :)
On it, results soon :)
Link? THE MOON'S HERE!
Dont worry about it.
Progress is slow but nevermind that, the gameplay version SHOULD, if all goes well, be ready to play this December at most.
Currently Im working on sky effects and a few combat things that should make the game less spammy without altering it too much. If all goes well, parrying now has a chance to make the opponent stumble. Im also trying to add a shield bash special attack but we'll see how it will play out.
Basically, Im trying to make combat less generalized by adding one special move for each type of weapon, with (hopefully) different effects. When im satisfied with results ill make a video of it.
The hard thing is to make it viable on monsters too.
Took me 2 hours to rollback some wrong changes.
The AoE damage? Yeah, from Siemekk/Splash. Already implemented.
Won't take long guys, almost there. Still fixing some old coding issues and adding as much stuff to the vanilla game as possible.
So far, what's left to do is:
Create a few shields/dual wield weapons
Place them to the NPCs, changing their animations accordingly
Implement GFA from mudfreak (wip)
Add the weather FX script from Splash
Add two trainers to teach you shield/dw
Guild salutes are 99% done (have to test them)
Add monster and npc advanced AI
Finish the prologue
And it's done, if I'm not mistaken.