Page 3 of 4

Re: Mod-Project: Abandoned Places 2

Posted: Mon Jan 14, 2013 7:05 am
by msyblade
Aaaannnnd, here is your food spell. ;)
SpoilerShow

Code: Select all

defineSpell{
   name = "feast",
   uiName = "Feast",
   skill = "spellcraft",
   level = 6,
   runes = "EF",
   manaCost = 15,
   onCast = function(caster, x, y, direction, skill)
    setMouseItem(spawn("snail_slice"))
   end
}
Runes 5 and 6, although you can change that. (As well as the skill requirement and casting cost.) If you are afraid of balance issues, I guess you could make it cost 100 energy or something?

Re: Mod-Project: Abandoned Places 2

Posted: Mon Jan 14, 2013 7:20 am
by Wanderer
The Grimrock-Com is so great, you all make me really happy.
I think I will stay here for a while. I am so happy that I found a place like that, Its like a Treasure Room of some sort, full of unforgotten Games and People.

Thank you for the code msyblade, it looks very good, and is still a good level, not to low and not to high. It is just like in the original game it was.

Re: Mod-Project: Abandoned Places 2

Posted: Wed Jan 16, 2013 7:02 am
by Wanderer
Few Update-Notes of what I have done the last few days so far:

- convert original soundtrack to use in the opening screen of the mod: check
- make screenshots from the Intro of o.G. to use in opening screen: check
- add the files to the Mod and finish the Intro of the game (add Story, add first quest-text ect.): check

- Add few custom spells to the Mod:
- lesser food creation (LV7 - spellcraft ) : check
- greater food creation (LV14 - spellcraft) : check
- Party-Heal (LV24 - spellcraft) : check
- Hold Monster (LV5 - Earthmagic) : check
- add special scrolls with own rune-images to show the player wich runes are needed to cast the custom spells: check
- implement Spellsystem of learning from scrolls before be able to cast the spells: check

- finish the 3 special-fields of Water, Fire, Poison to design certain Levels of the Mod: check

- add some quest-related functions to the mod: check

- add some custom items to the Mod (weapons, Armor, questrelated ect.) : check

lg wanderer

Re: Mod-Project: Abandoned Places 2

Posted: Wed Jan 16, 2013 7:13 am
by msyblade
We like you too Wanderer, you are a nice fellow :)

Re: Mod-Project: Abandoned Places 2

Posted: Wed Jan 23, 2013 4:15 pm
by Wanderer
Created some custom furniture for the Temple of AP2.
Image

Image

Image

It is also my ode to the great Ultima Games and to Lord British :D

Re: Mod-Project: Abandoned Places 2

Posted: Wed Jan 23, 2013 5:06 pm
by Pandafox
yeah, good job !
if I can say something : maybe it should be better to make the texture a little less "clean"... You should try to add a "dirty" texture on it with soft alpha...

a quick exemple of what I mean :

Image

Re: Mod-Project: Abandoned Places 2

Posted: Wed Jan 23, 2013 5:50 pm
by Wanderer
Ok, i actually play around with effects on the texture to make it little bit more decent and not so gloomy. But I have also to consider not making it to withered, since the temple grounds of AP2 (the upper level at last) shouldnt look to withered at all. Thisfor I also used the "Hightemple" Tileset and not the Dark-Temple i.e.

But you are right the gobelin should not look to strange in middle of the rest of the graphics.

lg Wanderer

Re: Mod-Project: Abandoned Places 2

Posted: Thu Jan 24, 2013 12:37 am
by Wanderer
However, there exist a carpet version of the Texture too, but this time without the Ankh and with a different surface structure of a carpet of course, and tihis time it is little darker...

Image

I needed this two furnitures to design a very special room in the Temple ( :mrgreen: )

Image

lg Wanderer

Re: Mod-Project: Abandoned Places 2

Posted: Thu Jan 24, 2013 12:39 am
by Drakkan
nice carpets there ! ;)

Re: Mod-Project: Abandoned Places 2

Posted: Thu Jan 24, 2013 12:56 pm
by Wanderer
@Drakkan: thx for the nice words.

Now thanks to the wonderful Video-Tutorial of "Skuggasveinn" I have now managed to ged rid of one of my main-issues in completing the Temple of AP2:

I Know the model is not totally complete right now, but it works for now so like it is intendent to work:

The "Dying Master" Quest and what I needed is almost done:
Image

Yes I know, I still have to change little things (like make the beard like a beard and not tentacles :mrgreen: )
But well, actually the quest works and shows what it should :mrgreen:
Image

And even the part of after solving the quest, works better than I expected :mrgreen:

Image

I know, i am really at the very beginning with changing things to meet my needings (and sorry for my bad english sometimes I even dont understand myself what I just said, but I am not born in Britain and nor in America, Its only my school english, but I work on this every day, I promise :mrgreen: )

lg Wanderer

Edit: The next step is to add some Face and more hairylike texture for the beard, the Robe is almost OK I think.