Back to the Korax Forum Archives


Forum

Roadmap

Mon, 09 Jul 2001 18:16:00

RambOrc

OK here is the roadmap proposal: <UL TYPE=SQUARE> <LI>July 2001: Korax Mod 1.1 <LI>August 2001 - somewhen in Fall 2001: Korax Arena <LI>July 2001 - who knows when: Korax' Heritage </UL> Korax Mod 1.1 A lot of bugfixes are already done. What remains is making some new screens (credits & help screens), updating the manual, finishing up the possession spell, creating the berserker mode for the fighter and some smaller adjustments. Optionally some more 3D models could be inserted. Plus, what I was thinking of, what about patching up the Winnowing Hall with some of the cool stuff we've got in the Korax engine? Like changing the top of the bell tower somewhat and putting up a cool 3D roof on it, or - yes hey, I nearly forgot about this one! - do you know the first door you see in Hexen, the one that leads into the chapel? It was a VERY cool effect back in '95 that the door didn't just slid up like in DOOM and Heretic, but actually opened like a real door... well, what about the door breaking down in KMOD 1.1? You want to open it, you hear a crash, you see splinters flying everywhere and the door is laying on the floor, broken... [img]images/smiles/icon_biggrin.gif[/img] Other ideas for KMOD are also wanted. Korax Arena Though Cooperative seems to be working fine in KMOD 1.1 (it doesn't work at all in 1.0), deathmatch doesn't make any sense with this single-player mod and there are no team multiplayer mods anyway. The idea is to create a multiplayer-only mod for Hexen with the Korax engine. The main points would be 1) that we've got more RPG features than any other multiplayer mod ever and 2) to invent absolutely new multiplayer modes you can't find in any of the shiny-new super-3D games out there... we've already 3 of them set down as an idea: <UL TYPE=SQUARE><LI>Critter Hunt <LI>Summon Contest <LI>Kill the Heresiarch </UL> I'll explain them in another posting as this is basically about roadmap (and it's already too long) Korax' Heritage Development of this main project would go on all the time... on KMOD, only Remi, Camper and I have to work and maybe one or 2 other ppl for a short time only (like if Kendrome is willing to create the roof and the breaking down door). And on Korax Arena, not all have to work neither, and also some parts of what we do there can be used in the main game as well. Most important things for the main game are <UL TYPE=SQUARE><LI>to lay down the main story lines, design the world and make a list of the locations and their general characteristics <LI>to find out exactly what 3D engine features will yet be implemented into the Korax engine so that final levels can be designed </UL> Why this roadmap? Korax Mod seems to be relatively popular (we got a lot of feedback), and there are a few issues that have to be addressed (like the non-working multiplayer). As for Korax Arena, I find it cool and also I find it a good way to help us learn how to work together as a team. Also, the mistakes we make there, we won't repeat in the main game where it might be much more crucial. ...OK, let the discussion begin! [img]images/smiles/icon_smile.gif[/img]
Fri, 27 Jul 2001 04:10:00

RambOrc

Quick update, there won't be a KMOD 1.1, the next release will be 2.0 becuz it will offer a lot more than originally intended, like the all-new spells done by Tzar Sectus. I'm also thinking about setting up either a simple shop somewhere in the game (as a separate map which you can access either anytime or at the end of each hub), or several shops (as small modifications to a map in each hub), dunno yet. There will be some new 3D models, and I'm thinking about a new monster as well (dunno whether it's really a good idea for this mod). Also, Fighter will get SP as well and one SP-using ability, some kind of berserker mode. His sword will also be different (thanx TS). The cleric's healing spell will be made less cool and he'll maybe get some new spells as well. The mage will get several new spells. Some spells like healing and protection will work on all team members when playing cooperative. Deathmatch will be not only unsupported but absolutely removed from KMOD 2.0 --- the reason is called Korax Arena which will be a multiplayer-only mod.
Fri, 27 Jul 2001 10:54:00

Tzar Sectus

<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
I'm also thinking about setting up either a simple shop somewhere in the game (as a separate map which you can access either anytime or at the end of each hub), or several shops (as small modifications to a map in each hub), dunno yet.
A shop, eh? What to buy? And what to buy with? Should we take one step closer a RPG and have gold dropping from monsters when they die? <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
Deathmatch will be not only unsupported but absolutely removed from KMOD 2.0 --- the reason is called Korax Arena which will be a multiplayer-only mod.
EEEK! Removed? We could at least have it inside but just not work on it. It won't probably be any much playable but it'd still be nice just to have it in. -Remi
Sat, 28 Jul 2001 07:07:00

RambOrc

Gold dropping from monsters? Of course. I just forgot to mention it... [img]images/smiles/icon_smile.gif[/img] (For more details, see the other posting with the programming stuff.) Deathmatch? As far as I'm concerned, it can remain, but IMHO it's bad PR for the Mod that it has a nonworking option. KMOD1 was bad enough to have multiplayer options for both DM and coop and neither worked because of half a dozen bugs. Hmmm... I think I have a compiled version of pro-1.0 KMOD that works with multiplayer... I'll check it and I might just upload it to the Korax page declaring it 1.1 patch to fix some multiplayer bugs... I didn't think the next version will take so long, I planned a 1.1 for mid-July.

Back to the Korax Forum Archives