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Rise of Ouroboros: Crusade


zprospero

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@Argomirr

 

When I was writing down the description of Vaermina's realm

I was thinking it was something that you might like doing it.

 

You are welcome to it. Please use "ROO" as the prefix as it

is my naming convention, but otherwise feel free.

 

@ub3rman123

 

It does look a little less imposing than the realm warrants. This is

probably from the tiling. If I were to send you the orb with a blank

texture and better UV map, would that help?

 

What I mean is I can send you a wireframe texture that you can paint

over, which shows all of it's faces, with a more moon-like texture, instead

of you having to use tile which repeats.

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I'm not yet quite sure how feasible this actually is, so don't count on much. Disabling parts will work fine, but when actually moving objects through SetPos they lose collision (actually, the collision doesn't move and remains at its original location), which is troublesome. I know there are several ways to get around that, but it will be a challenge.

 

 

As for the layout, I need some ideas. A large part will be that dungeon that changes shape, but what tileset to use? Ayleid, or perhaps the SI ruin set? So far, I've got this:

- That dungeon

- A small peaceful forest which, after a lighting strike, turns into a charred version with dead trees (would require a set of worldspaces, so unfortunately it can't be an instant switch)

- A ship, in the middle of sea, in a storm. the ship will rock quite a bit and the player will be thrown all over the deck. (PushActorAway will get some nice results :P The ship mesh has to be edited to prevent it from losing collision though. I need to look up how exactly that's achieved, but I won't be able to do that myself. I have practically 0 meshing skills.)

 

Feel free to suggest any awesomish idea that may pop into your head. ;D

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I actually had the idea for the ship too.

 

The falling dream would be fun to simulate. Transport the actor high

above Cyrodiil and let them drop for several stories (preferably after

thinking they're about to escape or they've gotten a really nice piece

of loot), then they hit a trigger box and on to the next level.

 

As for the loss of collision would it just be easier to use enable/disable,

the walls/floors at least, to simulate them moving around? Or move collision

boxes around to compensate?

 

Wait, if you disable it before the move and then enable it, doesn't

that fix the loss of collision problem? I think the CS wiki mentioned

something like that.

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Most of the time I'll only disable a part of the dungeon, making it disappear, or make parts appear, all without actually moving anything, but in certain cases I want walls to move visually - which can't be done with disabled ones, of course. But I think some clever use of collision boxes can prevent most problems.

 

I like the falling idea, and it's not that hard to do. :)

 

More ideas:

- A black void, with steps flying upwards from the emptiness under the player to create a path. When the player steps on the first step, another one will pop up etc. Perhaps also some spell stones that show up and try to push the player off with magic? Falling would mean instant death of course.

- That void can appear after the player "finishes" the dungeon. Perhaps when he walks to the center of a big room, the rest of the room could simply move away and eventually disable, leaving only the tile the player is standing on. Then, the steps appear.

 

The mechanism that controls the random changing of the dungeon (the parts where you actually see pieces moving will be predetermined) could consist out of several sections. The player enters a section, a parts of it will appear and disappear at random until the player manages to reach the next section with some luck, or until a certain time limit is exceeded and the path to the next section is opened. This would mean that the player can get stuck in a room for some time, though not longer than a minute. Yay, claustrophobia! :P

 

[EDIT] The SI ruin tileset would be perfect for this kind of thing. It has all kinds of doors that look like walls and other traps that would really suit the idea. We are allowed to use SI stuff, right? :happy:

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Sounds good.

 

And yes, I think the SI ruin tileset will work best (SI is required already too).

 

How about a long corridor or maze in which there's some sort of enormous monster,

with some special shader visual on it. Mostly invisible, black smoke, something like that.

Maybe only black smoke with glowing red eyes... (I can do the retextures)

 

It starts running after you and it can kill you in one hit,

you have to run from it and escape the maze too.

 

I was listening to "In the Hall of the Mountain King" and it gave me the idea.

 

Not a huge maze, but big enough that you're in trouble.

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I meant to have the maze separate from the dungeon.

 

It wouldn't change.

 

Perhaps it's a "punisher" for not solving a room in time.

 

Maybe a long endless corridor, more what I had in mind

actually. You have to just keep running until you either get away

(not too great distance away, just enough to get them panicked)

or get destroyed by the monster.

 

Think about it like this:

 

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type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>&rel=1">
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="
type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355">
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Ah, my bad. :P

 

I'm trying to figure out a way to switch between tiles without just switching them. Ideally, you'd move a wall to block it, but that isn't as easy as it sounds with these tiles. :confused:

 

[EDIT]Hmm, using the FloorTrap object seems to be working best. And it looks a lot better than just having walls pop up.

 

Now I'll try to edit the texture so it looks more like a wall.

 

[EDIT]Right, applied the wall texture and it actually looks decent now. Like a wall instead of a floor.

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