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Skywind gameplay teaser released


Pickysaurus

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wow this looks amazing, you guys have done a incredible job making this. hehe i always wanted to do voice acting, just not had the chance yet. again i cant wait to try this out, im playing morrowind atm to see where skyrim and oblivion came from but your version made my jaw drop XP
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In response to post #84206898. #84261903, #84282448, #84347048 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.
SkywindEgrets wrote: 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.


It's worth being careful not to get too caught up in the "hand-holding" aspects just for the sake of slavish authenticity (and you are, which is fine, but I wanted to make this point ahead of the clamoring that will inevitably come from a vocal minority). We aren't teenagers with infinite free time any more: even players who STARTED with Skyrim aren't that any more!

The sheer pettiness of things like having to waste hours of real actual time just rewalking a path that's already been trodden and has no value left in it from a gameplay perspective (which can potentially happen even in the presence of Mark/Recall etc, if you only have a single mark point and there's a multi-node path that needs to be covered) solely because the idea of fast travel hadn't occurred to anyone 20 years ago, will RIGHTLY be a massive turn-off for players who have jobs and families to deal with now. (Or even just new demands on their "free" time, like Netflix, anti-social media, and thousands of times as many games as there were at the turn of the century).

While it's certainly true that a lot of Skyrim is "noob-friendly" for the sake of being attractive to a wider audience, and that the same was true for Oblivion before it, sometimes game mechanics change simply because the new mechanic is better. Oblivion's system of Sneak increasing solely for moving undetected, for example, is simply massively inferior Skyrim's system of increases as a result of successful Sneak Attacks, and all the screeching in the world from Oblivion purists won't change that reality. :)

Building a copy of Morrowind is an interesting goal in its own right. But building a version of Morrowind that's actually a better GAME, rather than simply one with a better renderer, is a far more fulfulling one, for both developers and players.

Good luck with the project.
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Посмотрел на видео и сразу впечатление что это фоллаут 3-нью вегас от мира скайрима - не знаю почему но на протяжении всего видео было такое ощущение ))) так то вроде как всё на видео прекрасно - но есть нооо пустовато как то с врагами ((( за всё подземелье несколько вялых пауков и бос - с 10 таких подземелий и я обратно в скайрим уйду )))

 

I looked at the video and immediately the impression that this is a fallout of the 3rd New Vegas from the world of Skyrim - I don't know why, but throughout the entire video there was such a feeling))) so it seems like everything in the video is fine - but there is nooo empty, like that with enemies (( (for the entire dungeon there are several sluggish spiders and bosses - from 10 such dungeons and I will go back to skyrim)))

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As I fire up Skyrim for the upteenth time, I'm saddened anew by the Dwemer ruins in my game. Yours look amazing! Yes, I'm aware there'd be architectural differences between Morrowind Dwemer and Skyrim Dwemer, but still...! <3
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In response to post #84075588. #84157358 is also a reply to the same post.


SkywindEgrets wrote: Thanks for the kind comments, glad you all like it! I'll be keeping an eye open for any questions on here, and if you think you can help out, do head over to the site and ping us an application.
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.


Great work! Morrowind was my first TES game, thanks very much for your time and effort!
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