ThePriest909 Posted January 7, 2008 Share Posted January 7, 2008 Thanks. I can't wait to get some enemies in there to fight!Yeah it will be cool!If the enviroment is well designed like yours, even a couple of pickpockets will look scary! Link to comment Share on other sites More sharing options...
Septim741 Posted January 8, 2008 Author Share Posted January 8, 2008 It's only an army of undead NPCs. Yeah, undead NPCs. :D Link to comment Share on other sites More sharing options...
Septim741 Posted January 8, 2008 Author Share Posted January 8, 2008 I never said you had to fight back. You being wounded and such, you can just sit there and let them kill you. You mean to say, a couple hundred of these guys is gonna be too much for you? :D http://i4.tinypic.com/8bh60ee.jpg Link to comment Share on other sites More sharing options...
ManIndaHat Posted January 8, 2008 Share Posted January 8, 2008 oh of course not, phsss, dont make such jokes....im just saying, i would prefer not to...not to...not to.....AH. Not to soil my fine garments and weaponry with their blood...yeah...that Link to comment Share on other sites More sharing options...
Septim741 Posted January 8, 2008 Author Share Posted January 8, 2008 Ah, I'm sure. ;) Link to comment Share on other sites More sharing options...
Septim741 Posted January 8, 2008 Author Share Posted January 8, 2008 New wallpaper! http://i10.tinypic.com/6xqrcp1.png Comments and feedback appreciated! Link to comment Share on other sites More sharing options...
ManIndaHat Posted January 9, 2008 Share Posted January 9, 2008 very, very creepy. I hope thats what you were lookin for... very creepy Link to comment Share on other sites More sharing options...
Lord Slyther Posted January 9, 2008 Share Posted January 9, 2008 How's your work coming out so far, Sep? Link to comment Share on other sites More sharing options...
Septim741 Posted January 9, 2008 Author Share Posted January 9, 2008 We've had significant progression made since the renaming and the start of this thread. First of all, I've added some cool effects and some clutter to the battle location at the end (near) of the mod, and it's looking far better than I'd originally anticipated: having fog, skeletons laying around, broken barrels and such, and more trees give off the suspicion that it was a pretty place before the downfall. In addition, I've made 8 undead NPCs around the start of the battle scene, and while there's some errors (they were previously guards--they hate me so they arrest me, not attack) it's looking great. It was a moderately tough fight (six guys against me on easy mode) but I'm sure with allies and more enemis it'll be more like a battle. In addition to the awesome battlefield additions, I've had some ideas about the quest and some quite clever additions to the storyline. I've fully planned out episodes one and two although two's storyline is a sort of beta; episode three's quest is getting detail, although its still quite rough; episode four is getting it's most basic foundation; episodes five and six are coming along quite the same as part three, and I've finally got the perfect ending to episode seven, which is going to be the end of the mod and the entire story. All in all, it's a pretty grim tale ("The tale is dark; on shadows, spun.") with some twisted events and sad chapters, some very bloody parts and definitely some shocking revelations, particularly towards the end. It's a pretty extensive quest. The main quest for Episode One - The Lost Kingdom remains 20 stages long (think of it as twenty quests within the overall quest), and all of the other parts are of comparable length. I expect each of the dungeon raids (around half the episode one quest overall) to take a few hours at least, so I'm confident in saying that with your 40 or so hours of dungeon delving mixed in with a long battle and some cool, unique stages, that you could easily be 48 to 60 hours minimum in episode one alone. It's not as monotonous as it sounds. the dungeons and new exteriors are quite diverse, even with some retextured dungeons and amazing climates on the outside. I've created the Ten Worlds to be ten very diverse "playing grounds" for the mod. And none of them are particularly like Cyrodiil, so everything is new and exotic, even if reused from the original game. In the arms and armor category, I've had the concept artist's equivalent of a writer's block for the past month or so, and just the other day we had a breakthrough... I was inspired by a tree in my backyard to make a really cool sword. It's the Monarch's, and you'll probably be getting one like it in episode one, so be on the lookout for a cool blade in future screens. I'll go ahead and tell you, I came up the the enchantment for the blade back in the early stages of the mod: it levels with you, so each time you level up you get an enhanced version of the sword, with better damage levels, so it's never underpowered, and you can (and may require to) use it throughout the entire mod. In keeping with the theme of being an unofficial expansion, I'm trying to get new sets of armor and arms, as well as some cool retextured architecture, and I'm even maximizing the vanilla content by re-using a lot of things in neat ways. Already I've got some cool effects and neat details that you're guaranteed not to see in the regular game, so there's definitely some potential for some amazing things to surprise you throughout the mod. That's the end of my rant. You asked, and I answered. Hope you enjoyed this update! Link to comment Share on other sites More sharing options...
ManIndaHat Posted January 9, 2008 Share Posted January 9, 2008 sword sounds cool, real cool, especially since it was inspired by a tree, cant w8 to kill peeps with it Link to comment Share on other sites More sharing options...
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