Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Thu Oct 06, 2016 1:51 pm
That has its advantages.Jgwman wrote:If you guys want to make it perfect, that's great. But the game has been out two years, and isn't exactly TES tiers of popularity.
As for the game's age... I'm in no rush against a shelf-life. I've been dabbling in UA mods as well, and there are Fallout 2 mods still being produced to this day.
I'm all for perfecting it; but I do see it both ways. We did as much with the ORRR2, and eventually had to lock it, test it and release it. My own room was victim of severe feature amputation... losing the undead dwarves, the main bosses [custom ghost and warden encounters], and all of the Foundry weapon-crafting elements due to time constraints, and lack of tools*.
[There were Arx Fatalis style weapon molds, and anvils to hammer the castings... The Auto-smith was intended as the second best option for parties that lacked the skill.]
*[grimFBX was graciously re-worked at the tail end of ORRR2's development, and that was the only reason the auto-smith's animations could be imported into the mod].
Thanks to John's programming work and Diarmuids 3d-texturing and scripting help.