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RambOrc
dj_jl
RambOrc
I'm still waiting for the answer about the new weapon, though.Oh my, sorry about that... I guess ppl really shouldn't send me mails unless it's about something unimportant (or urgent about fixing something), while I tend to answer forum posts the same day, e-mail can get stuck for weeks (and sometimes for months). [img]images/smiles/icon_smile.gif[/img] To give you - at long last - an answer, I find the idea of additional inscreen weapon graphics cool, and I think it should be possible to implement them into the game engine. The only thing to say though is that the other stuff I outlined in a post a day or 2 ago is IMO more important. But once the NPCs and damage skins are (more or less) finished and we still have time (and you the energy), I'd even like you to create new in-screen weapons and spells (for me, the 2nd is the more important). BTW I'll send you the image files of Witchaven (a fantasy DOOM clone from '95 or '96), it's got a cool Morning Star inscreen weapon complete with all animation phases, with little changes it could be used for Korax, I think. The Morning Star was one of the few things I really liked about Witchaven (which was else a rather disappointing game). It was also one of the 2-3 things in Daggerfall I liked at all. I'm indeed a big Morning Star fan, but never really had a *good* 3D FPS with one, Korax SE might be the first... [img]images/smiles/icon_biggrin.gif[/img]
RambOrc
mago
mago
mago
dj_jl
RambOrc
One question, though: how will I have time to work on it, if you said I should make as many characters as I can untill SE is finished?Here is a tip (or if I'd be a good marketer I'd call it a secret, there are books sold in high volumes with tips similar as this, with titles like "the 150 secrets of successful marketing"): Every time you have more on your to-do-list than you can possibly finish, set priorities up front, *before* you start working. Decide what must absolutely be finished for the deadline and what's least important, then set up a priority list, start at the top and work your way toward the bottom. This way, if you have to stop at any given time - and you already reached and passed the red line in the list that separates the crucial from the optional -, you can say you did your best that was possible under the given conditions. In your current case, I'd set up following priority list: 1) finishing the feminine NPC (we don't want a completely boring town, huh? [img]images/smiles/icon_smile.gif[/img] ) 2) creating the basic standaround and talking frames for your medieval merchant (forget about Sylon's shopkeeper, yours is better), and for the innkeeper for which Sylon made a standing front frame (BTW did I ever send you the original frame? Checked my HDD and my mail archives and I think I'm in trouble, I couldn't find the original one, only the 80-pixels-high distorted version. I'm currently checking half a dozen backup CDs, I just hope it's on one of them... FOUND! hey I thought I got it in July 2001, after KMOD 1.0 came out, but it was on a backup CD from June 7, i.e. I got it before KMOD release. Anyway, they're already up on koraxdev). 3) the damage skins for the common monsters (green and brown bulls, ettins, centaurs and slaughtaurs, bishops) plus the Heresiarch and the Death Wyvern. I'd say don't start with damage skins for the 3 leaders of the orders, Korax, the Afrits and the Stalkers (the afrits are going down most of the time from the 1st hit, and you don't see them very well anyway, the stalkers dive after every hit anyway). Leave the Reavers (Wraiths) as last, they're uncommon, you see them mostly only in dark places, and half of them are translucent anyway. Unless you've got a good idea how they should look like when damaged, just put them in #4 of thie priority list. Oh yes, the Wendigos, dunno what could be done for them, hm what about a cracked surface of their ice bodies, it'd look like it's going to shatter any moment (which it'll do anyway after the next punch of the Fighter). 4) once the 1st 3 groups are all finished, we are over the red line I mentioned above. After that, there are 3 further groups that are more or less equally important, and best might be to have a little from each category (whereas the list order is a kind of priority list once again, first on list being most desirable): - new in-screen weapons and spells - new NPCs - new monsters (or slightly changed versions of existing ones, like a slaughtaur with a winged helmet so you see at first look it's an officer; or a slaughtaur with a Morning Star instead of a barbed sword) Hope I could answer all your questions. [img]images/smiles/icon_smile.gif[/img] [ March 20, 2002: Message edited by: RambOrc ]</p>
mago
mago
Ichor
RambOrc
I would really need the other game's art you could give me... For learning, etc.Which game do you mean? <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
I honestly prefer more diversity than a new monster (even if they are good)I like to hear that, I was meaning to have half a dozen or more sub-types of each original Hexen monster, varying in size, equipment, etc. Like - Ettins in purple panties (OK, OK, LOL) - Ettins with swords instead of maces - Ettins that are slightly larger (it'd be something for Janis, instead of new sprites it'd be better to simply scale them in-game) - Ettins that are *way* smaller and have no weapons (=Ettin children) - Ettins in full body armor (this one would be maybe more difficult) - Centaurs in full body armor - Bishops with differently colored robes - Centaurs with winged helmets - Centaurs with horned helmets - green bulls with a 3rd horn in the middle of their foreheads - brown bulls without a tail - etc. etc. it's just some ideas I had spontaneously, feel free to make just any kind of modifications, be they similar to these ones or not... the basic idea is that there are different subtypes of a monster that have different characteristics (HP, attack strength, armor class, speed, maybe even behaviour, etc.) <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
As for the rest, don't worry! Mago will take care things.LOL, sounds good. [img]images/smiles/icon_smile.gif[/img]
RambOrc
Blue (maybe light blue) Chaos Serpents that fire electricity.Sounds cool, but I guess it should be through palette change (like player clothing colors), if possible. I'm OTOH against orcs, they just don't suit the world of Hexen. I see you like the bow/arrow theme [img]images/smiles/icon_smile.gif[/img] , would you want to try to create something in this direction (either for a monster or a player class)? Frisbee-throwing centaurs? LOL... but it's worth a try if someone codes it. The Reiver idea is cool, what about a standard monster (or a human being) turning into Reiver when killed in certain maps (or everywhere, between midnight and 1:00 am)? Interesting that you come to the same idea I had already back in '99 or so for Korax' Heritage, i.e. another Serpent Rider, or a Serpent Flyer. I'm still thinking about how to implement it into the story, though. The story of Korax' Heritage should be as strictly Hexen-only as possible, but I think a Mage riding a brown serpent or a Bishop riding a Wyvern could fit into the story of The Serpent Power.
Ichor
RambOrc
Ichor
Ichor
dj_jl
Ichor
dj_jl
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RambOrc
Ichor
dj_jl