Thieves Guild is a singleplayer mod, which was loosely inspired by Thief: The Dark Project, a game that was originally developed by Looking Glass Studios. In order to play this mod you will need to have Rune, which is another great game that was developed by Human Head Studios.
The Story: The player will take on the role of a thief working for the local thieves guild in a dark and corrupt city during an obscure mystic age. The player will be given a series of dangerous nocturnal missions to complete and if successful you will gain extra items and wealth. But in order to be successful you will need to learn how to creep silently down shadowy alleyways, scale guarded buildings, overcome treacherous traps, pick open locks and all the while you will need to avoid capture from the city guards and night patrols.
Background: This series was designed as a stealthy thief adventure and not as a hack and slash game. The player should try to employ stealth strategy, and other thieving skills such as, avoidance, hiding in shadows, stealing, climbing and jumping before resorting to unsheathing your dagger.
What's new: There are new monsters, weapons, magic items, mechanical and non-mechanical devices, scripting, textures, and music. There are also treasure chests with locks and keys, flags that blow in the wind, lots of early Victorian architecture and atmosphere with new special effects like "shadow zones" and "thief sense". In addition there are many other surprises locked away and just waiting to be discovered.This mod is currently comprised of ten individual maps but that number might and probably will increase by the time it’s ready for release. I'll continue to post new updates with more information, screenshots, and videos in the upcoming days and weeks.
"The day is for honest men, the night for thieves."
~ Euripides (484 B.C. - 406 B.C.), Iphigenia in Tauris, circa 412 B.C.
Progress Report 15:
Our lead engineer, Mute_Machine has been busy adding RPG game elements into the Thieves Guild project. The player can now talk with NPC's via an interactive dialogue box with branching text options. When talking to an NPC, the player is presented with a list of dialogue options, and may choose between them. Each choice may result in a different response from the NPC. These choices may affect the course of the game, as well as the conversation. Along with this new game element we have added a "supply shop" and "shopkeeper/fence" so that the player will be able to purchase additional supplies for his missions...
We also continue to work on our HUD/game interface. Among the recent additions, we have added a new "health bar", "glyph bar", and "oxygen supply bar", plus some very nice thief icons. Thanks to Durus and Warlawk we have some new weapon icons, thief tool icons, supply icons, and shadow zone icons... All of these new items are in keeping with the "cloak & dagger" theme.
In addition, Mute_Machine has finished coding a "static transfer system" which keeps and then transfers the player's class and statistics from level to level. It works in conjunction with our "accomplishment counter" which allows the player to see via a street poster, information about accumulated loot, success percentages, and class title e.g. Apprentice, Rogue, Cutpurse, Burglar, Thief, and Mater Thief (there are even more classes).
Also, Durus has made some changes to our city guard textures. There are three basic ranks; Blue, Red, and Gold but their surcoats are now embossed with the Raven Crest, which is the symbol of the city. There are other members of the city guard but they wear different types of armour.
Last but not least, Onaga has been working on another map, which is full of stealth and secrets. He has also
just finished working on a new video, which we want to share: Video Link
As for our release date... as of now, all bets are off... Enjoy the festive holiday season.
"Thieves respect property. They merely wish the property to become their property so that they may more perfectly respect it." ~ Gilbert Keith Chesterton (29 May 1874 - 14 June 1936)