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Re: Vanblam Resource Packs - Red Cave - Beta 0.2
Posted: Fri Aug 23, 2019 8:59 pm
by Willigamer
It’s really awesome what you've done and what you're still doing !
I have also tested Beta 0.2 and it’s true that it’s something quite unique that you’re doing, I really think that this resource packs/assets will please many modders... Very curious to see the final result because we are only at version 0.3
Will you make new monsters? With all these environments you've made, there might be a broad idea of new monsters to create.
Re: Vanblam Resource Packs - Red Cave - Beta 0.2
Posted: Sat Aug 24, 2019 1:43 am
by vanblam
Willigamer wrote: ↑Fri Aug 23, 2019 8:59 pm
It’s really awesome what you've done and what you're still doing !
I have also tested Beta 0.2 and it’s true that it’s something quite unique that you’re doing, I really think that this resource packs/assets will please many modders... Very curious to see the final result because we are only at version 0.3
Will you make new monsters? With all these environments you've made, there might be a broad idea of new monsters to create.
Thanks Willi, Yea my goal for this set is to remove as much uniformity as possible, I know is most cases there is not much you can do about it, but I think so far its coming out as I visioned
. I'm assuming around Beta 0.4 it will be complete, due to feature creep lol.
As far as new creatures, that is a whole new domain for me
. But later on ill give it a try that's for sure. Thanks to the community it will be easier to accomplish. (eg: minmays modification to bitcpy's blender import/exporter, much easier to do animations now
http://grimrock.net/forum/viewtopic.php ... uggasveinn)
Re: Vanblam Resource Packs - Red Cave - Beta 0.3
Posted: Sat Aug 24, 2019 7:11 am
by vanblam
Uploaded Beta 0.3. Bunch of new content and changed a lot of things. I'm hoping just one more update and it will be complete. Change log at the top.
Re: Vanblam Resource Packs - Red Cave - Beta 0.3
Posted: Sat Aug 24, 2019 11:04 pm
by THOM
Still impressiv. And I like the new assets you've added.
Some feedback:
- the new trees are obstacles but misses an automap-icon
- the new house has door-icons instead of wall-icons on the automap
- your keys have not the trait "key". That means the "wrong key" sound is not played if you put it on a lock
- the appearing swimming bridge on the lava does not have to have the magic bridge particles IMO
- maybe you want to add an automap icon for the lava? The water tiles seem to be wrong somehow ...
- rc_lock_01_pillar_2a_center can't be operated if placed on the left of the player - that's confusing
And one new idea you may want to realize: a spell-shooter.
Re: Vanblam Resource Packs - Red Cave - Beta 0.3
Posted: Sun Aug 25, 2019 1:03 am
by vanblam
THOM wrote: ↑Sat Aug 24, 2019 11:04 pm
Still impressiv. And I like the new assets you've added.
Some feedback:
- the new trees are obstacles but misses an automap-icon
- the new house has door-icons instead of wall-icons on the automap
- your keys have not the trait "key". That means the "wrong key" sound is not played if you put it on a lock
- the appearing swimming bridge on the lava does not have to have the magic bridge particles IMO
- maybe you want to add an automap icon for the lava? The water tiles seem to be wrong somehow ...
- rc_lock_01_pillar_2a_center can't be operated if placed on the left of the player - that's confusing
And one new idea you may want to realize: a spell-shooter.
Awesome thanks for the feedback THOM.
- I will fix the auto map icons and I think I can design the lava one ( good idea, didn't think of that
)
- Yea I wasn't a big fan of the effect around the floating bridge either.
- The key thing should be a quick fix.
- OMG I did forget about the spell-shooters O.o ..
- Any ideas on how to make that pillar lock work on either side? (besides maxDistance )
Re: Vanblam Resource Packs - Red Cave - Beta 0.3
Posted: Sun Aug 25, 2019 5:58 am
by Badgert
Good day!
And can you add an element to the game by analogy with floor_corpse, only instead of dirt make a pool of blood (bloody spray)?
In some situations, such an element would be very appropriate ...
Re: Vanblam Resource Packs - Red Cave - Beta 0.3
Posted: Sun Aug 25, 2019 10:03 am
by Eleven Warrior
Yes I must admit I love this set along with mins G1MP but I have to give a lot of sets lol. Still this set is awesome ty very much.
Re: Vanblam Resource Packs - Red Cave - Beta 0.3
Posted: Thu Sep 05, 2019 1:28 am
by vanblam
Been working on some background assets, I have a set of mountains that have the option to rotate to one of the 4 sides to help create the illusion of mountain ranges ( each side is offset 90 units back (30 squares) ) . I built a castle in the middle of the mountain ranges, adds as a nice background filler
. (you have the option to disable it as well)
Example picture:
Day Time:
Re: Vanblam Resource Packs - Red Cave - Beta 0.3
Posted: Wed Sep 11, 2019 1:32 am
by vanblam
Added some statues and wall extenders for more elaborate designs. The mountains are also finished, they contain a castle, trees, bushes and ruins (that can be disabled if desired). Beta 0.4 almost complete.
Re: Vanblam Resource Packs - Red Cave - Beta 0.3
Posted: Fri Oct 25, 2019 9:22 pm
by vanblam
Hey guys I know its been a while since I posted, have a few other projects going on that needed my attention. But I will be finishing Red Cave in November. I've added many many LOD's to models, created statues and redesigned a few trees. Today I finished my shooter and receptor
. I have also been working on the regular dungeon style that does not use (builder = "mine").