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Messages - Araph

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616
Creative Projects / Re: Art Programs
« on: April 18, 2014, 12:07:59 pm »
Adobe Flash? It's 2d only, but it can do most of what you need.

If you'd prefer 3d, I'd recommend just going all-out and learning how to use Maya or some similar program (Blender seems like a good alternative, and it's free). Be warned: you'd be approaching a task with a learning curve just as steep, if not steeper, than traditional art.

In all honesty, you're going to be facing some hefty limitations if you're approaching art with the mindset of 'I'm not good, but there must be some way to avoid problems with a new program'. The best thing is to choose a form of media you'd want to work in and just start learning and practicing. As they say, sucking at something is the first step to being kinda okay at something. We've all been there.

617
Creative Projects / Re: Medieval Ghostbusters: It ain't dead yet
« on: April 15, 2014, 05:59:04 pm »
There a linux version, or no?

Yes, unless I'm sorely mistaken.

Any people volunteering to help with testing are greatly appreciated! It'll be some time before testing actually starts, though.

Update on sounds: ambient noises are working, with different zones (forests, mountains, etc.) that can easily have different noises added, along with changing sound delays, locations, and probabilities of sounds playing. In addition, I've been tinkering with music, which has been going... eh. For a first attempt at recording actual music, it went pretty well. Beyond that, not so much.

I actually had to record that song with a borrowed studio mic held over a keyboard while I played with the other hand before editing it all together in Adobe Audition.

In-game, music works similarly to ambient noises (i.e. it's working), but there are a few things that still need to be done (the music dropping out when a monster is nearby, smooth transitions between areas, and so on).

618
Creative Projects / Re: Medieval Ghostbusters: It ain't dead yet
« on: April 14, 2014, 06:16:58 pm »
The majority of the last necessary monster was added yesterday. Today I've been working on sounds, which had been long-neglected. Unity has a really cool thing called animation events that allow developers to easily time scripted things (like sounds) to animations, which means I can easily sync footstep sounds up to the actual animated walking motion. So far I've got footsteps working well, with different sounds depending on what you're walking on (dirt, stone, wood, etc.) and changing volumes depending on whether you're walking, sneaking, or sprinting. After I go through and add various other sounds (ambient noise and other sounds associated with player actions) I'm going to start on an actual GUI, which has been nonexistent this entire time.

After that, we're on the final vital piece of the game: actually making it terrifying. That means adding more hallucinations and polishing monsters, along with whatever I can think of that might help the game be scarier.

That's where playtesting is really necessary, because I'm pretty sure I'm going to suck at that part of development.

619
Creative Projects / Re: Medieval Ghostbusters: It ain't dead yet
« on: April 13, 2014, 05:08:04 pm »
Most of your screenshots seem to have the place at night. You mentioned light sources, too, however. How does the lighting work? Are there occasional hanging lanterns? Is the player capable of finding a torch or the like?

Players have a constantly-lit lantern at all times, and a pretty darn good one at that.

It has three settings: on, off, and bright. However, the only real way to survive is to hide, so you're not going to have it on all the time if you think the monster is nearby. There's another thing, as well: fog. As your sanity drops, ambient fog starts to fade into view. Because of the way Unity handles ambient fog, lights don't matter; it's just about distance. So, at some point your light won't help you see simply because your sanity is too low.

Incorporeal monsters aren't repelled by your lantern. Static light sources (braziers and the like, which do repel incorporeals) are scattered across the map at fitting points (for example, a clearing in the forest might have an old campfire pit).

It bugs me when horror games use constant pitch-darkness to scare players. It's frustrating having no idea where you're going, which hurts immersion. On a more personal level, it just feels kinda cheap. I've seen games that use darkness to great effect, but I've also seen games that prevent the player from seeing anything and call it horror. Ideally, it'd work out that, in this game at least, darkness is used occasionally, but not all the time.

That's a really impressive map.

Thanks!

620
Creative Projects / Re: Medieval Ghostbusters: It ain't dead yet
« on: April 13, 2014, 01:56:59 pm »


By my best estimation, the island is roughly .23 square miles. It's almost entirely open, though the mountains on the northern half are only partially explorable (you can go all the way around them, but you can't get up to most of the peaks). There are still a couple empty areas which will be filled up over time, and there's a lot of clutter that still needs to be added, but this is the basic layout of it.

To keep things from getting boring (like if the monster got lost and couldn't find anybody to terrorize), the monster has an internal compass that directs them in the general direction of players along with a fast-travel form that can be used when the monster is at least a certain distance away from the other players.

621
Creative Projects / Re: Medieval Ghostbusters: It ain't dead yet
« on: April 13, 2014, 12:16:27 pm »
The map is pretty darn big already. It's about a quarter of a square mile, if I remember correctly, which is a lot bigger than it sounds like.

And, once everything is finished on this map, I'm planning on adding two or three more. But that's a problem for future-me.

622
Creative Projects / Re: Medieval Ghostbusters: It ain't dead yet
« on: April 13, 2014, 01:57:37 am »
Glad to hear it! :D I'll answer any questions I can.

Single player mode: no, sadly. I have no idea how to make AI work in a way that would actually be scary, so I'm just sticking to what I'm good at. ...Which is apparently multiplayer. I guess it's all relative.

If you lose, it means ur ded. This is true on both sides of the game: the protagonists die from sanity loss, the demon dies (is exorcised; they're basically the same in-game) if all of its altars are destroyed.

Protagonists can fight back. Except by fight back, I mean they can flee and hide. Each person has a regenerating shield ability, but that's the only direct interaction they can instigate (for the moment; I may add in a stunning blast thingy for balance reasons). Aside from that, incorporeal monsters can't approach light sources (which the players can light an huddle around to regain sanity) and physical monsters are stumped by that age-old video game enemy: closed doors (which players can open and close).

Hallucinations are definitely geared towards dread. There's an element of jump scares, but that's primarily to keep the players from getting complacent. The monsters are split about evenly (or they fit both). For example, the corner-of-your-eye-ghost-monster (I'm bad at names) is only visible when viewed from the corner of your eye... and it looks exactly like another player. But it can slowly drain your sanity, adding dark fog over your vision and inducing hallucinations. The Mannequin, similarly, can hide in plain sight by disguising as a prop, only to leap out with a scare chord and murder your face. Paranoia AND jump scares. Also, better get used to suspecting every slightly-out-of-place rock is a soul-eating demon.

623
Creative Projects / Re: Medieval Ghostbusters: It ain't dead yet
« on: April 12, 2014, 09:17:42 pm »
I currently have two monsters and one protagonist class done-ish (that is, working, but not particularly polished). That leaves one monster that's currently being worked on, a halfway-decent UI, and some basic sounds before the game is playable again. At that point (which should be in a couple days at most) there are two possible courses of action:

1) Continue polishing everything for a while before starting testing, or...
B) Jump into testing on a 'it works, it's good enough, it'll get better over time' basis.

I'm probably going with number B, since I'm getting kinda burnt-out from working on something this much without having any finished-ish product to actually show for it.

624
What other actions has been proposed repeatedly we know are wrong?

But they might work this time!

625
I'm going to finalize my vote as whatever IronyOwl suggests, since our ideas were similar enough that I'm content with either, but with the added stipulation that we ask someone in the Mages' Guild where we can find Adorabella, if we're near a chapter of the guild at any point in the near future.

I really think we should focus somewhat on contacting PCs, amongst out other goals. I've got a feeling they're important for determining whether or not we're the Nerevarine, and we've yet have a worthwhile conversation (worthwhile from my skewed perspective) with any of them.

626
[snip]

I concede the point; Pelagiad is probably a better destination of choice for Michael.

Also, I totally forgot about the alchemy weirdness.

627
Yeah, this. Plus, why would we want to talk to Aryon again? The shrine at least has some potential for Azura to say "Michael what are you doing, go to Balmora and talk to Clover." Other than being Sexy's patron, I don't see what Aryon's got to offer us, nevermind how we're going to get to him. Telvanni, remember.

I considered Aryon a potential benefactor, given how different his view of the world is from the rest of the Telvanni. I mean, he's definitely the most reasonable by our reckoning, and he has more of an investment in the state of Morrowind as a whole than Divayth does. If I recall correctly, his people (the people of Vos under his... protection? Jurisdiction?) have a much more positive view of him than the other citizens of House Telvanni's domain. If we explain what we know, there's a good chance he'll react far more productively (and less 'for science') than Fyr.

Not only that, but Aryon knows SexyWithers. Not just 'is aware of'; he actually knows who she is and what her deal is. There aren't many other people in that position for any of the PCs. We'll probably encounter Cinia again, too.

I mentioned the Shrine of Azura, but I was aware it would be practically impossible for us to get there. That's why I suggested a potentially useful trip that would cost us very little and is guaranteed to give us some time to practice destruction, alchemy, acrobatics, etc. on the way.

On that note, I'll officialize my vote as teleport back to Balmora and start meandering to Pelagiad. Stop by the side of the road to empty your magicka casting Fleabite, then fight anything along the way that won't murder us. Also collect alchemy reagents. Return to Balmora to rest if sufficiently injured.

...This is just as not-useful as travelling to Tel Vos. We'd be improving the exact same skills. Also, there's a crapton of wickwheat in the Grazelands, which I would consider a valuable resource to stock up on for healing potions.

628
Let's get some productive suggestions, then. Here's my best plan (so, probably not all that good of a plan on an absolute scale):

Get teleported back to Sadrith Mora. From there we'll be roughly equidistant from Tel Vos and Azura's shrine. I personally would like to hit up Azura's shrine first, but there's a boat that travels between Sadrith Mora and Vos, which would certainly be convenient to drop in and speak with Aryon.

Take the boat from Sadrith Mora to Vos and trek west to Tel Vos. Try and get an audience with Master Aryon. And, of course, repeatedly blow your magicka on your only destruction spell.

629
[snip]

To me it seems that, since Michael has stats just like and other character, he can be leveled up with equal efficacy. However, LordBucket's insistence on things like 'telling a story' and 'advancing the plot' keeps getting in the way of some quality level-grinding, we're forced to do things like 'use our brains'.

Pff. Clearly LordBucket doesn't know how to videogames.

That said, I agree that we should try use influence instead of raw power. Sadly, Michael's speechcraft is crap.

Ignoring the fact that his speechcraft is crap, who should we try and contact? Our current list is, to the best of my knowledge: Azura, any PC, and... I'm sure there are more people. Help me out here.

Also, we can passively grind as we go along. It's not like he needs magicka reserves for anything, and fighting happens. We just need to make sure our potions stay stocked.

630
Creative Projects / Re: Medieval Ghostbusters: It ain't dead yet
« on: April 06, 2014, 10:18:01 pm »


P2 taking a knee while P1 enjoys the dramatic lighting.

Animations are working in-game and over the internet! This is a screenshot of two instances of the game running, with player 1 on the left looking at player 2 and vice versa. In addition to walking and crouching animations (sprinting and the rest will be done soon), your head looks up and down with your camera, so other players can see you admiring the scenery. Everything syncs smoothly over the internet, although there's one major bug involving animations cutting off at the wrong times. I'll figure that out tomorrow, though.

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