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Towering City Meskia
Posted: Sun Nov 02, 2014 10:39 pm
by Jackard
Hello all. I was drawn to the elevations and outdoor environments of Grimrock 2, and will be making a starting dungeon focused around these elements.
Please look forward to exploring the haunted streets and rooftops of Meskia.
Re: Towering City Meskia
Posted: Sun Nov 02, 2014 10:39 pm
by Jackard
Reserved.
Re: Towering City Meskia
Posted: Mon Nov 03, 2014 2:40 am
by Alan1149
wow, this looks amazing... and also amazingly painfully to make.
Re: Towering City Meskia
Posted: Mon Nov 03, 2014 6:40 am
by Jackard
Alan1149 wrote:wow, this looks amazing... and also amazingly painfully to make.
Re: Towering City Meskia
Posted: Mon Nov 03, 2014 8:37 am
by Drakkan
I think every-well designed dungeon should have this, screens looks amazing, wish you good luck with editing !
Re: Towering City Meskia
Posted: Tue Nov 04, 2014 7:45 am
by Grimfan
Looking very good Jackard. I like interesting takes on the environments like this. It's just a pity we don't have human enemies for these environments without modding them in ourselves.
Re: Towering City Meskia
Posted: Tue Nov 04, 2014 6:07 pm
by Jackard
Grimfan wrote:Looking very good Jackard. I like interesting takes on the environments like this. It's just a pity we don't have human enemies for these environments without modding them in ourselves.
I would much rather see shops, furniture and humanoid npcs released for modders to make use of.
There are many enemies more interesting than humans.
Re: Towering City Meskia
Posted: Tue Nov 04, 2014 6:20 pm
by Jirodyne
Jackard wrote:Grimfan wrote:Looking very good Jackard. I like interesting takes on the environments like this. It's just a pity we don't have human enemies for these environments without modding them in ourselves.
I would much rather see shops, furniture and humanoid npcs released for modders to make use of.
Furniture would be kinda hard to do in this kinda game. Either it would look very off with us standing on the tile with it, or it would take up an entire tile and not be interactable, depending on the furniture. As for NPCs and Shops... You COULD technically do both with a little bit of scripting...
An NPC would be any kinda model you want, like say the Island Master, or Leperchon, or even a Fish Man, Spawned and be invulnerable, unable to turn or move, and doesn't attack or do anything. Don't know how you would interact with it tho...
A shop, you can do a Trading system. Have a sign or something next to a little cubby hole and a button on the otherside of the cubby hole. The Sign shows what trades for what, either straight up upgrade trade. Or can use coins or keys as currency. Then all you need to do is have them set the items in the cubby hole. Then press the button. Here is where the scriping comes in. Have it so, when button is pressed check the cubby hole, and if X item is there (or X number of items, if for example using say 40 coins for an item), remove the item and spawn in whatever they had 'bought/traded' for. And if they don't have enough items, or wrong items, have it make a denied sound. BOOM! You got a shop! And don't even need a UI for it!
Re: Towering City Meskia
Posted: Tue Nov 04, 2014 6:36 pm
by Potawan
This you're talking about would be amazing in this game!!
by the way,
Jackard your work looks very very interesting.
Re: Towering City Meskia
Posted: Tue Nov 04, 2014 7:16 pm
by Jackard
Jirodyne wrote:Furniture would be kinda hard to do in this kinda game. Either it would look very off with us standing on the tile with it, or it would take up an entire tile and not be interactable, depending on the furniture.
Things like tables, counters, desks, anvils or weapon racks would not be any different from a pedestal. A campfire or tent would be obstacles.
These are the sort of furniture that would make shops/npcs more lively.