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Skywind gameplay teaser released


Pickysaurus

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In response to post #84137638.


toesonfire wrote: This game is looking so beautiful! I'm no coder, but I am a writer. I applied to help with writing some time ago, but I think you might have all the help you need with writing because I never heard back. I'm very excited to keep up with your progress! This game is going to be amazing, and I'm definitely going to spend a lot of time playing hahaha! Will we have to have Skyrim Special Edition to play Skywind?


We must have skyrim special edition and morrowind, as I remembered.
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In response to post #84075668. #84076498, #84076513, #84077488, #84077583, #84077828 are all replies on the same post.


Feuerkl1nge wrote: The project takes far too long, but authenticity is important for projects. That should be common sense.
Just avoiding a release date is no serious solution.
SkywindEgrets wrote: I get the itch for wanting to know when Skywind will drop - I really do. But there's no way for us to predict a release date, because the team of contributors and the amount of time they have available is in constant flux. All we'd achieve by putting out a release date is potentially disappoint people - there's no benefit to the public, and there's no benefit to the team.
ff7legend wrote: Folks like you are exactly why mod authors close up shop & leave the Nexus...
Feuerkl1nge wrote: I guess it has something to do with the absence of free economy. We the people all over the world live in socialism. Or money socialsm like I call it.
Normally it should be really no problem to live from just working on skywind or similar projects. Under such circumastances it would also be no problem to announce an approximate release date.
So you are right with your arguments. We should really think about how to end these citizen-robbing state and banking systems.
Pickysaurus wrote: I'm really not sure what the political policies of worldwide governments have to do with Skywind. Let's try to stay on topic, huh? :)
Feuerkl1nge wrote: Yes, I try, but a topic can be very large and already on medium-term a narrow look doesn't make sense.


I am going to tell you a secret: In software development, you can never tell a concrete release date, because sudden limitations, scoping problems, a member illness, bugs, etc can set back a project by months and those things are very common and unexpected, you cannot predict them, commercial products release date are reached by overworking the devs with a lot of extra hours when those things happen, but since this is basically a volunteer thing , that is not an option so a release date is not an option.

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In response to post #84206898.


Boogboi1 wrote: Will there be an option to disable the compass? And will fast travel exist or will we be utilizing mark/recall/scrolls/mages guild/boats/silt riders like the good old days? I really hope that even if they do exist that there will be an opton to disable both the compass and fast travel. Both of these systems considerably dampen the sense of exploration in modern games, and seeing as how we got our old toys like levitate back, there shouldnt be any real issue in removing them.

I think I already know that answer to this one, but what about stats, and will we get the old class system, or skill trees? Any plans to do the DLCs once the team is finished with the base game?

I apologize if any of these have been answered already, but this is the first time ive heard of this, so i don't know anything beyond what was already talked about in this thread.


We plan to make fast travel and some of the more "hand-holding" elements from Skyrim optional, configurable in the game settings.

Perks and skills are beiung reworked to be much more similar to Morrowind - nothing's quite final yet, but a custom perk menu planned, with much of it already developed. It'll be the Skyrim perk system, but with fresh perks based on Morrowind, and a little inspiration taken from other games as well as fresh ideas. We're merging skills a little where appropriate to work with the Skyrim limit while still covering everything Morrowind offered. We'll be using global variables to track additional skills.
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kiwiflyboy wrote: Get rid of those damn loading screens and by and by, Elder Scrolls 6 has a hard act to follow with the quality mods around now.


Loading screen planning is happening right now, as it happens (excitingly, the 2D team are starting to run out of concept tasks).
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In response to post #84137638. #84221488 is also a reply to the same post.


toesonfire wrote: This game is looking so beautiful! I'm no coder, but I am a writer. I applied to help with writing some time ago, but I think you might have all the help you need with writing because I never heard back. I'm very excited to keep up with your progress! This game is going to be amazing, and I'm definitely going to spend a lot of time playing hahaha! Will we have to have Skyrim Special Edition to play Skywind?
mknmd wrote: We must have skyrim special edition and morrowind, as I remembered.


Sorry that you didn't hear back. We had a total deluge of writing applications but we've kept the scope of rewrites quite tight. Writing is a very upstream department and changes have a butterfly effect on voice acting, location level design, NPC schedules, and more.
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In response to post #84206898. #84261903 is also a reply to the same post.


Boogboi1 wrote: Will there be an option to disable the compass? And will fast travel exist or will we be utilizing mark/recall/scrolls/mages guild/boats/silt riders like the good old days? I really hope that even if they do exist that there will be an opton to disable both the compass and fast travel. Both of these systems considerably dampen the sense of exploration in modern games, and seeing as how we got our old toys like levitate back, there shouldnt be any real issue in removing them.

I think I already know that answer to this one, but what about stats, and will we get the old class system, or skill trees? Any plans to do the DLCs once the team is finished with the base game?

I apologize if any of these have been answered already, but this is the first time ive heard of this, so i don't know anything beyond what was already talked about in this thread.
SkywindEgrets wrote: We plan to make fast travel and some of the more "hand-holding" elements from Skyrim optional, configurable in the game settings.

Perks and skills are beiung reworked to be much more similar to Morrowind - nothing's quite final yet, but a custom perk menu planned, with much of it already developed. It'll be the Skyrim perk system, but with fresh perks based on Morrowind, and a little inspiration taken from other games as well as fresh ideas. We're merging skills a little where appropriate to work with the Skyrim limit while still covering everything Morrowind offered. We'll be using global variables to track additional skills.


I have a bit of a follow-up question, and anyone else who's been following the project more closely can feel free to answer if it has been answered previously.

Are there plans to at least implement a character creation similar to Morrowind, where you can choose which skills you'd like to start off being proficient in? One of the issues I have with Skyrim is that you can just become a jack of all trades, and I liked that in Morrowind you really could only work with your proficient skills unless you put considerable effort into training your bad skills. Obviously it wouldn't be as difficult to train those bad skills in Skywind since RNG is less of a factor in gameplay (and I imagine it'd be challenging to implement an attributes system in a way that wasn't clunky), but even so I feel implementing a sort of "tagged skills" system would help encourage players to stick with specific playstyles.

Also, I do very much appreciate that you're making the "hand-holding" elements optional. I'm sure your team have put in plenty of heart and effort designing the UI elements, but IMO one of the best things about Morrowind is that you don't have on-screen hand-holding UI elements taking away from the actual game itself, including the environments. It's nice to just be naturally led to locations, or to have to actually pay attention to what you're told and what you read. Plus, being distracted by waypoints and the like would keep me from fully appreciating the effort your environment designers put in, which would be a real shame since it's all looking very gorgeous so far.
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In response to post #84206898. #84261903, #84282448 are all replies on the same post.


Boogboi1 wrote: Will there be an option to disable the compass? And will fast travel exist or will we be utilizing mark/recall/scrolls/mages guild/boats/silt riders like the good old days? I really hope that even if they do exist that there will be an opton to disable both the compass and fast travel. Both of these systems considerably dampen the sense of exploration in modern games, and seeing as how we got our old toys like levitate back, there shouldnt be any real issue in removing them.

I think I already know that answer to this one, but what about stats, and will we get the old class system, or skill trees? Any plans to do the DLCs once the team is finished with the base game?

I apologize if any of these have been answered already, but this is the first time ive heard of this, so i don't know anything beyond what was already talked about in this thread.
SkywindEgrets wrote: We plan to make fast travel and some of the more "hand-holding" elements from Skyrim optional, configurable in the game settings.

Perks and skills are beiung reworked to be much more similar to Morrowind - nothing's quite final yet, but a custom perk menu planned, with much of it already developed. It'll be the Skyrim perk system, but with fresh perks based on Morrowind, and a little inspiration taken from other games as well as fresh ideas. We're merging skills a little where appropriate to work with the Skyrim limit while still covering everything Morrowind offered. We'll be using global variables to track additional skills.
ertrick36 wrote: I have a bit of a follow-up question, and anyone else who's been following the project more closely can feel free to answer if it has been answered previously.

Are there plans to at least implement a character creation similar to Morrowind, where you can choose which skills you'd like to start off being proficient in? One of the issues I have with Skyrim is that you can just become a jack of all trades, and I liked that in Morrowind you really could only work with your proficient skills unless you put considerable effort into training your bad skills. Obviously it wouldn't be as difficult to train those bad skills in Skywind since RNG is less of a factor in gameplay (and I imagine it'd be challenging to implement an attributes system in a way that wasn't clunky), but even so I feel implementing a sort of "tagged skills" system would help encourage players to stick with specific playstyles.

Also, I do very much appreciate that you're making the "hand-holding" elements optional. I'm sure your team have put in plenty of heart and effort designing the UI elements, but IMO one of the best things about Morrowind is that you don't have on-screen hand-holding UI elements taking away from the actual game itself, including the environments. It's nice to just be naturally led to locations, or to have to actually pay attention to what you're told and what you read. Plus, being distracted by waypoints and the like would keep me from fully appreciating the effort your environment designers put in, which would be a real shame since it's all looking very gorgeous so far.


I can't give you too specific a reply quite yet, ertrick36, but we'll be customizing the character generation to be more like Morrowind. Skills, classes, perks, and attributes will all be present.
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