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Topics - Diran

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Gallery / Reflective Chamber (small build)
« on: November 07, 2011, 08:00:11 PM »
I've been bored lately, so I decided to go back to blockland to see if anything has changed and maybe build a little something. This chamber came to me because I've always liked designing starting areas, and this would be the first major choice, dark or light. And after a few hours of work, here it is-

Viewing the light (Prospit) gate:


Viewing the dark (Derse) gate:


Total brickcount was around 7k I think, I forgot to check. And on a sidenote the gates were a bitch to flip :P

Also, anyone who knows where Prospit and Derse are from will be my new best friend, and honestly, if you know where its from and don't like the source, I don't give a stuff ;D

EDIT: Turns out the brickcount was around 3k. I'm not positive on that number because I have two versions of the right up side spawned and my paranoia makes it impossible for me to delete the one that isn't reflected... just in case.

REVENGE OF THE EDIT: You may rate o3o

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Modification Help / Blender 2.48a exporter
« on: January 16, 2011, 06:37:52 PM »
I checked the original help topic, but for some reason, the exporter link wasn't working. I was wondering if someone could give me a link to the exporter please.

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Modification Help / .blend playermodel
« on: January 14, 2011, 03:36:25 PM »
I was wondering if someone could give me a link to the player model in a .blend format real quick.

Thanks!

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Games / Questions about an in game system
« on: July 14, 2010, 05:10:45 PM »
Okay, so maybe the topic title is a bit confusing, but in any case, I was wondering if anyone could give me an opinion on one of the systems that may or may not be implemented into the game I'm working on.

The concept is a sort of survival game similar to haven and hearth, but with a focus on developing new technologies and advancing the world as a whole. The purpose of this topic was to find out what people think about putting a magic system into the game.

Now, first I should clarify. The magic system will be similar to the tech advancement system in the sense that the power and complexity of the spells will advance slowly and wont start out as powerful as they can become. The issue is that normally magic requires nothing to use, (well, nothing physical, usually it uses mana or something to that effect,) so if would automatically be preferable to technology because there are no material requirements.

So, I have though of a few types of systems that I think may work, I would just like some opinions on which one is the best idea. Also, feel free to suggest a new system or to suggest not having magic at all.

First: Magic is rare, basically this means that there will be locations in the world where a mana like substance can be harvested, but otherwise is impossible to get. You can fill your body with mana at these places, and then use it as you please, it will just be difficult to get to the places that you can harvest mana from. Perhaps a way to expand on this would be to make something that can store mana like a potion, so that selling and producing mana potions could be something like an industry.

Second: Magic is draining, basically this means that using a spell will not only sap you of your magic energy, but also your physical stamina and perhaps even health. This would make it much less useful in the long term, but could help in dire situations. This seems to me to be the most minimal option, in that it would make magic the least useful.

Third: Magic is slow to produce, this is similar to the first option, in that mana must be harvested from a kind of node, but instead, the nodes can be built and improved upon. They do produce mana at a much slower rate though, and the materials used to create the generators will be uncommon, so magic generators will be something only the rich and powerful can afford.

Fourth: Magic is unstable, using magic will have a high chance of failure, but it is abundant and more versatile. The issue with it here is that there is a large chance when casting a spell that it will fail, and a mid to high chance that a continuous spell will fail (like a shield or fly spell.) This system would discourage non-ballsy players from using magic, as it could have a high chance of death. (And death isn't something meaningless like it is in most games.)

Fifth: Magic is abundant, but requires some special thing to use, this would make use of the exploration system, perhaps some ancient ruins contain a potion or artifact like a staff or wand that will allow you to use magic. This would make magic rare and special something that would encourage exploration and taking risks. This system also make it so that if you have one of these artifacts, you can always use magic with little side effects. And perhaps there could be different quality artifacts that would change how easy it is to control and use magic, and the lower quality artifacts could be created at some point.

So, I would just like to get some opinions on these systems, which ones the best and all that. And as I said before, if you have a suggestion as to how magic should work (if at all) feel free to post it.

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Suggestions & Requests / Duplicator name-gun fillcan esque thing
« on: June 30, 2010, 04:35:29 PM »
I was thinking about new tools when I thought of this...

Topic title is hard to understand, but basically you would chose a name like with the name-gun, and then you could hit the baseplate of something to give every brick on top of it the name you chose. You could also add the increment thing like on the name-gun so it would be easy to make multi brick ore mines. Also, maybe a color based version, where it would apply the name to all of the attached bricks of the same color.

Just an idea, and a confusing one at that

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Gallery / Stormhome Tavern [KC] Structures App
« on: June 28, 2010, 03:55:16 PM »
So, this is my app for Krystal's Clan, it is a small tavern located on a small island, it was kindof intended to be pirate-like, and I think it came out pretty well. The building itself is four stories tall, and the build totals around 1.7k bricks.

Pics:
Overview

Looking up at the tavern

The bar, on the first floor

Second floor dining area

Fourth floor sleeping area

The Signal fire

Close-up of the small island

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Gallery / Daine's Multi-themed city build- WIP (Image heavy?)
« on: June 23, 2010, 12:03:54 PM »
Freedom Denied

Background

So, after the discovery that I can't host, I decided to switch the focus of the project from the city as a whole to just the chasm, because it was my favorite of the three cities anyway. I have also switched the focus of the build from just a city build to a SINGLE player mission map. This means that when it is finished, the save will be downloadable and the game will be able to be played on a single player map. The reason I decided to do this was because its hard to tell a story in a multiplayer game unless everyone is cooperating.

News
6/26/2010
-New project focus started, two buildings added to the gallery.

Gallery
The Market:



UPDATE: 2 new buildings- a reputable restaurant/cake shop and a seedy strip club called the smuggler's lair.
First building:




Second building:







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Games / Opinions on game art style
« on: June 15, 2010, 08:07:38 PM »
So, I've been doing a little work on a weird little game using UDK. And I was wondering if anyone had any suggestions on what kind of art style the game should have. Its supposed to have a kind of haven and hearth feel, but I didn't want to start making any art before I decided how I wanted the game to actually look :P

So, anyway, I guess I should give some examples of what I mean by the different art styles

Realistic: You know what realistic graphics look like

Anime: Kindof Mabinogi/Valkyria Chronicles feel

SOTC/LOZ Twilight princess: Kindof a mix between the two, Google them if you want an example.

So, hopefully I can decide on a style soon and start work. I'm kindof in between drawn anime and realistic right now, but I'd like some opinions.


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Games / Fallout: New Vegas
« on: February 05, 2010, 07:41:08 PM »
(Sorry if there's already a topic about this)

Apparently uses the same engine as fallout 3, but adds a completely new game world and is being developed by Obsidion entertainment, which was founded by a group that worked on the original fallout games.

Teaser Trailer: http://www.youtube.com/watch?v=v7xME0aFbC4

Discuss

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Help / Broken mouse cursor
« on: January 28, 2010, 08:06:31 PM »
I'm having a problem with my game, which is that whenever I try to switch to the cursor to click on links, it doesn't switch.

I was wondering if anyone knew why its doing this, I'm thinking a mod or something, but I don't know really.

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Gallery / Diran's (Daine's) Graveyard of fallen rpgs (Very img heavy)
« on: January 12, 2010, 03:15:43 PM »
Okay, since I had so many medieval rpgs and other such builds that I have worked on and have later abandoned, I decided to post them all in a sort of mega-topic.

So, here they are, in no particular order:
Dark Days
Dark days was a steampunk style rpg with a major focus on travel between areas on ships and airships and such, anyone who has played acerous(?) rpg will know what the system was going to be like. I really didn't get far with this at all, and it was really just the intro part. (You would be teleported to various areas and would see a sort of scene in each one which would describe the beginning of the rpg.
Pics:

This was the first scene, in which you attempt to steal a magical orb from the office of a well known explorer that you would sell on the black market.


This is the second scene in which you are teleported into an alley way after being chased down it by a cop, who tranquilizes you and brings you to the third scene...


In a court room where you are convicted of stealing and planned fraud, and are banished from the country. There was more to this, a mini ship that gets hit by lightning after which you wake up on an island which serves as the tutorial. I didn't think the boat was very good though, so I decided not to post it.

Fallen Earth
(Yes I know there's an mmo with the same name)

This was mainly story based, at least at the beginning which was very similar to fallout 3. You started in a vault where people who had been affected by a strange type of radiation and survived live. You find out one day that one of your closest friends has escaped the vault in order to find out what happened to the world, (she receives a radio signal or something that tells her about something.) You then of course follow her in order to find out yourself. It turns out that the radiation started to grow and spread throughout the entire world, killing almost all of its inhabitants or turning them into weird zombie like creatures. I actually hadn't decided what happens at the end, but it was going to be very weird, as all of my rpgs are.
Pics:

This was the common room in the vault, where you could go to hang out and just relax, it didn't really have a purpose other than as color.


This was one of the rooms in the vault, of which there were many, again, except for the players spawn room, these were all meaningless unless you were role-playing.


This is the cafeteria in the vault, kinda generic.


And finally, the classroom, where all the little vault children could get an education.

Complete Crap

These were an rpg that never really got anywhere at all, I didn't call it complete crap because thats what I think the build is, but because it REALLY never got anywhere.

Pic


Eriana
This rpg I actually may bring back from the dead with my evil necromantic powers, as I've been inspired shall we say. It was going to be mainly based on going out and completing dungeons with multiple players. I was building the dungeon system to work similarly to the one in mabinogi, if anyone has ever played that game. There was really no story, but it was going to be different than a lot of other blockland rpgs.
Pics


This is a shot of the starting village from the bottom part of it, you can see the inn and two generic houses.


This is an overview of the whole village, it has a market, forge, inn and a bunch of generic buildings.


This is a picture of the wilderness outside of the rpg area, it has no purpose right now, but it was going to be a generic hunting ground for wood and bots.


This is an exterior shot of the first dungeon, it has one guard and is a sort of bandit fort in the woods.


This is the first room in the dungeon, anyone who can tell me what this is based off of gets free candy.


And finally, this is the first room in the dungeon, a meeting/guard room for the bandits.

Major edit:Land of the Ancients

I can't believe I completely forgot about one of my rpgs, and the one I think had a moderately good build. This rpg was inspired by titan quest and was set in an ancient world setting, it was going to have multiple areas and places for the player to explore and would have many cities that the player could go to to sell of the fruits of their adventuring. It was never going to have a full storyline and would be very open ended so the players could rp and create their own stories.
Pics


This was a general shot of the Greek styled starting town, the interiors of the buildings were never finished so that would be why Im not going to show them.


This is kind of a bad picture of the docks, but I wanted to show that area because I think it came out well.


This is the town square in the Greek town, complete with naked statue ;)


And finally this was an area that had a lot of parts of the Egyptian styled area in it.

Anyway, I hope you have enjoyed this journey through the easily bored mind of me, and as I said before, I may start working on Eriana again.

EDIT: you may rate x/10 if you wish on them all, or on one in particular, I don't care.

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Modification Help / Blender model shows upside-down in first person
« on: December 14, 2009, 06:18:36 PM »
Edit: Figured it out, it was a mount point problem :P

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Modification Help / Mounting a helm with armor
« on: October 07, 2009, 07:13:28 AM »
I was wondering if anyone could give me the code for equiping a helm on the player after equiping armor, and then re-equipping whatever they had on before when they un-equip the armor.

Thanks in advnace.

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Modification Help / Paladin Armor, a WIP
« on: October 06, 2009, 02:54:24 PM »
Okay, to start, this is my first mod, so, if its not very good, excuse me.

I thought it would be easy to start off with somthing that has already had the script for it created, so I decided to use heed's body armor mod to create the paladins armor from mabinogi, its still a WIP, (needs a helmet,) and I was wondering if someone could give me a script for putting the helmet on when the player puts the armor on, and taking the helmet off when the player takes the armor off.

Also, if someone could give me the script for changing the players entire body white when you put the armor on, that would be great.

So, without further ado- a picture



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Modification Help / Textures in blender dont appear in torque showtool
« on: October 05, 2009, 09:13:44 PM »
Nevermind, figured it out, (had the texture saved in the wrong format.)

UBER LOCK

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