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[WIP] Darkshines: Twilight - Enter Evergloam, realm of Nocturnal, the


runway

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http://i43.tinypic.com/2uduz4m.png

 

Our team has been through a lot modding for Oblivion, unfortunately we started work on our mod for Oblivion too late to get it done before Skyrim came out. Thankfully, we have built up a serious amount of assets that will shorten our development time for Darkshines: Twilight drastically, and on top of that Bethesda has been very kind to us by including a throng of game assets that fit our story and setting like a glove. It was always the plan for the Oblivion mod to be an "optional" introduction to the series, rather than "the first part of the series", Twilight was always meant to be the kick-off, and has been in pre-production since before Darkshines even had a name.

 

Darkshines: Twilight will be a strictly regimented development for Skyrim, and set "just right" in terms of content to assure we don't get too ambitious and fail to complete, as we did Darkshines: The Lonely Journey for Oblivion.

 

The team is currently looking for:

  1. Additional artists (mesh and texture)
  2. A variety of voice actors.
  3. Though we are covered for now on other positions, additional scripters and level designers are always welcome.

 

If you'd like to contribute to a professionally managed team with experience, do not hesitate to jump on over to our website and join the community. You can sign up as either a contributor or a follower, the prior means you will get access to development forums and builds as well as the requests board for content (this is where management asks for certain creations) and the latter means you get to test the mod as it develops. Also, any questions you may have I am happy to answer either through these forums or at our website.

Edited by runway
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Could you be more specific what you need?

Additional modellers is very vague. Hard surface or Organic? Character or enviroment? Props or weapons? Nobody can do everything good. Somebody can do everything OK. Most people can do 1 or 2 very well.

 

Cheers,

Matth

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Could you be more specific what you need?

Additional modellers is very vague. Hard surface or Organic? Character or enviroment? Props or weapons? Nobody can do everything good. Somebody can do everything OK. Most people can do 1 or 2 very well.

 

Cheers,

Matth

 

Sorry for the vague description, here's a rundown of what is planned:

 

  • A sculped 2-level street layout (think Riften, but with Solitude-like houses)
  • A bubbling tar "water"-like substance, to run through said city (again, think Riften)
  • Skybox adjustments (custom "moons" which are in fact not moons but particle emitters - additionally, recolored and less static aurora)
  • Custom "race" of Humanoid with permanent, unremovable retextured Nightingale armor
  • A fairly large puzzle room which acts as a huge lock. (Think enormous tumblers and clockwork) (this is on the idea sheet but may not be necessary)
  • New ancient/ daedric looking reflective black marble furniture.
  • New line of weaponry (daggers, short swords, bows - we may end up just doing retextured Ebony for this)
  • small "podiums" large enough for stationary NPCs, black marble/ gold themed

 

Other than that, there is sure to be things that pop up, but they will almost certainly only be statics or animated activators. :smile:

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Well, I might be interested to join.

As of now, I am a hard surface modeller, who likes to model weapory, who moves toward enviroment/organic modelling. I tend to be able to mod a lot some periods, and nothing some. If the time frame is big, that should not pose any problems.

Do you want me to simply join up, or send some pieces of my work somewhere?

 

Cheers,

Matth

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Well, I might be interested to join.

As of now, I am a hard surface modeller, who likes to model weapory, who moves toward enviroment/organic modelling. I tend to be able to mod a lot some periods, and nothing some. If the time frame is big, that should not pose any problems.

Do you want me to simply join up, or send some pieces of my work somewhere?

 

Cheers,

Matth

 

The time frame is set to one year (starting january 1st) as much of the dialogue is already voiced and has been "mocked up" in Oblivion already once. Please feel free to join up at the site and you're ready to go. Also, a few of our existing contributors are "extras" that can come in to help when they feel like it, so as long as we know in advance, there won't be deadlines or assignments for you that you "must" complete within a certain timeframe unless you specifically ask to do a job. (Contribution requests will be posted up as the need for them arise)

 

Thank you for your interest :yes:

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I get the enuthsiasim but these overly ambitious projects are just setting themselves up to fail when the creation kit still hasen't been released. You've no idea what sort of tools and constraints you'll be working with so what can you really get done between now and when it's released?
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You need no tools from Bethesda to make models.

Heck, you can make the whole mod, par scripting, before the CK. Then export it over.

 

Only scripting, level design and final compliation is hindered without the CK. Voice acting, models, textures and the general design is not.

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