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Creating a new game rather than adding to Oblivion


shamis

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General Info for NightinGale (working title)

 

The Story

 

All of the Great Kingdoms around the planet stand in disbelief as the world changes at a frantic pace. All of which seem to be emanating from the Paradise of Darkness, an area of death where nature has been warped beyond recognition. Although this area has always existed, only recently has its parasitic aura spread past its barrier.

 

The closest of the kingdoms, Aakra, prepares itself and the land to battle the approaching evil. In the opening tutorial mission, you take part in the opening battle to save the city of Gabrone.

 

Fast forward to the modern day where the influence of Paradise can be seen and felt around the world and even though the darkness retreated back beyond the walls during the battle of Gabrone. Creatures in the wild transform into enraged beasts and demons of great strength and destructive nature appear, threatening nearby cities, towns and villages. As a result, travel is difficult and adventuring out alone is suicidal.

 

In the Kingdom of Ravine, the capital city of Belaferma, is preparing its armies to exterminate a great demon that wiped out a small fishing village within its borders. Seeing an opportune time, Jayden and Melody set out on an adventure and to see the battle first hand.

 

Details:

 

- Large world spanning quest, interesting and entertaining side quests. Journey from large luxurious cities, to poor villages, battlefields, over the seas and sky.

- Acquire new and stronger weapons and abilities. Through experience, completing missions, buying, selling, stealing, trading, creating, or just finding them.

- Character Response. Optional responses that a character can select in a conversation based on their Charisma level. Similar to that in Star Wars: Knights of the Old Republic.

- Customizable classes (yes) and apparel (maybe)

- Multiple story endings. For a non-linear and more cinematic experience.

- Easy to maneuver and understandable menus and interface.

- Optional real time (fighting continues even though a menu has been opened), or turn baste combat (fighting pauses as commands are given, and continues when the player is finished).

- Four active character team, with room for additional two guest characters (non-player controlled).

- Cell based game. Uses dungeon size environments rather than one large exterior environment. Improves performance as well as allowing for more NPC’s in one area, and more impressive lighting and magical effects. Just look at the way Oblivion plays inside a city or dungeon versus in the exterior environment.

- Wide array of weapon types:

o 1 Handed Ax

o 1 Handed Sword

o Bow

o Dagger (duel wield with 1 handed ax, or 1 handed sword)

o Great Ax (2 handed)

o Great Sword (2 handed)

o Hammer (2 handed)

o Katana (2 handed)

o Mace

o Ninja Swords (duel wield only with another ninja sword)

o Spears (2 handed)

 

Resource

- 3d Studio Max 9 with service pack 2*

- The Elder Scrolls 4 Oblivion Construction Set**

- Access to the Internet on a regular basis

- Photoshop CS or better

- Microsoft Office

- NifSkope

 

*All final models must be in .max file format. So if anyone wants to use Maya, zBrush, Mudbox, you can, just know it needs to be exported before considered final.

**This will not be a mod, but a completely separate game. You should not need the game because we will create a new .esm file.

 

Model Info

Characters:

- 7000 – 8500 triangles

- dds texture format

- Fully modeled hands and mouths for lip sinking

Weapons:

- 900 – 1500 triangles unless otherwise noted

- dds texture format

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So, let me get this strait. You are planning a total conversion all by yourself? Give up, just give up. I'm serious; you will never do this, ever. Project Serpent was a total conversion with a giant team of about 20 very skilled modders. They spent about a year on PS, got nowhere, and gave up.
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  ninja_lord666 said:
Project Serpent was a total conversion with a giant team of about 20 very skilled modders. They spent about a year on PS, got nowhere, and gave up.

 

WTF?! They gave up?! >:(

NOOOOOOO! :ph34r:

 

Still, have to agree with ninja again. A resonable large mod can take a week/months. Attempting a TC alone is gonna take WAAAAY much more longer.

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  shamis said:
- Optional real time (fighting continues even though a menu has been opened), or turn baste combat (fighting pauses as commands are given, and continues when the player is finished).

- Four active character team, with room for additional two guest characters (non-player controlled).

 

o Dagger (duel wield with 1 handed ax, or 1 handed sword)

o Ninja Swords (duel wield only with another ninja sword)

o Spears (2 handed)

How do you intend to implement these?
  Quote
**This will not be a mod, but a completely separate game. You should not need the game because we will create a new .esm file.

Players will still need a legitimate copy of Oblivion.

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  shamis said:

Nice idea, but just doesn't work within the Oblivion environment. Read the sticky, learn how the game actually plays, learn what you can and cannot do with modding. You could have a team of 200 skilled modders working on this and still not be able to do it because there are some significant aspects you do not understand. Without that many modders, if not more, you'll never have all the models and resources you'll need. Total conversions just don't end well with Oblivion, there are simply too many complications.

 

Project serpent had a skilled team, good leadership, clear methodology, and wasn't trying to do the impossible, it still failed. You have no team, you don't know how things can/should be done, you have no clear plan, most of what you want to do is either impossible or impractical.

 

Try something smaller... like an addition to the world. House mods are great for beginners. I don't know your background, but you have made enough technical mistakes to make me wonder if you've made anything previously.

 

Oh, FYI, .max format isn't what you want. You want .nif format so that you can actually use the stuff. Most stuff exported out of max to nif needs a bit of fine tuning for it to work in game. There are also some things which max just doesn't export well, but blender does.

 

And hands and faces are already done. Trying to make new ones from scratch would take someone skilled months to do, and it still probably wouldn't work as well. Save yourself some time and legal issues, stop trying to build a standalone game within Oblivion. Even if all your resources are custom made, people still need the Oblivion programming to run the game. If you want to make your own game, you might want to just find an engine that works for you, and is designed to be used for game creation, not modding.

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I must speak on behalf of Project Serpent! We didn't give up. We worked our a$$es off until the end. We all put a lot of work into that mod, and I'll be damned if it's just remembered as a failure. It was one hell of a mod with a team just as good, and we did a hell of a good job on it. It wasn't a failure. It was an extremely successful mod. I salute SoS for getting such a great team together and getting us as far as we did.

 

Sorry for the intrusion. Good luck, man.

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Septim, I know your optimistic, but this is the epitome of impossibility.

  Quote
Optional real time (fighting continues even though a menu has been opened), or turn baste combat (fighting pauses as commands are given, and continues when the player is finished).

- Four active character team, with room for additional two guest characters (non-player controlled).

 

o Dagger (duel wield with 1 handed ax, or 1 handed sword)

o Ninja Swords (duel wield only with another ninja sword)

o Spears (2 handed)

All of these things cannot be done, at all with the Oblivion engine. As Vagrant said, 200 skilled modders couldn't do this.

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  Septim741 said:
I must speak on behalf of Project Serpent! We didn't give up. We worked our a$es off until the end. We all put a lot of work into that mod, and I'll be damned if it's just remembered as a failure. It was one hell of a mod with a team just as good, and we did a hell of a good job on it. It wasn't a failure. It was an extremely successful mod. I salute SoS for getting such a great team together and getting us as far as we did.

 

Sorry for the intrusion. Good luck, man.

 

I'm confused --- if it was "an extremely successful mod," then where can I download it? How many downloads so far?

 

I understand that you all put tons of work into it and it was going well before it died - but is it really a success if it died?

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