[Released] Hyperion ProjectA total conversion mod
Posted 04 February 2012 - 12:33 PM
A few preliminary observations: I'm assuming the <TAKEABLE>:0 tags on many items is intentional - some monsters can equip them but you can't...
The shop music is a perfect choice but it's too short. I can extend it - it's just a simple, repetitive harp and oboe duet. It should probably be around 45 seconds long.
The dungeon stinger track doesn't fit with the dungeon music though. I can write stinger tracks that go with the dungeon music, or do you want the dungeon music to be more in that style of driving jazz?
The texts don't always line up correctly in the UI artwork - they need some spacing here and there.
But things are looking great overall - magnificent in fact!
Posted 05 February 2012 - 02:25 PM
The turrets are cool though - is that your creation, or borrowed from TS? But they're too strong as well. Those volleys of fire breath attack they spew out are marvelous but I get killed before I can get in range of the king, and when I do, my poor little gun can only nick his armor.
Btw - AK-47 "of life" LOL
Posted 06 February 2012 - 07:36 AM
Last checked it was not so bad with the ak47 base gun.
The turret is indeed my creation along with all the fire attacks.
It's a boss so I tried to make it as challenging as possible not but impossible.
Posted 06 February 2012 - 09:36 AM
I tweaked Max's Handy pistol with 5 damage undead, and Max's Shotgun with 10, just to differentiate them from the ordinary pistols and shotguns that drop in the dungeons - it makes you want to use them. I notice that you have other realmquest items in the code that haven't been applied yet - perhaps they should get undead damage as well.
Willy is great when he actually equips a machine gun, but when he doesn't, he just stands there and casts an occasional spell. If you want, I have some characters with built-in machine gun models - so he'll always be equipped. The gun fire can be a breath particle.
I also turned the healing charm rarity down to 1. I had to go in and out of the potion shop 8 times to get 3 healing charms, which doesn't add anything to the game.
There are collision issue around the river - occasionally my pet goes for a swim.
But that's a lot of picky stuff - don't get me wrong - please - I'm not telling you how to write your mod, just suggestions. It's really a great game and I'm loving it!
Posted 06 February 2012 - 03:32 PM
I might churn out another update build soon.
Posted 06 February 2012 - 04:55 PM
Visit us at Lurker's Anonymous! ... oooh look there's one now, it's very rare that we get a sighting like this...
Dragon time again ... .. ..
Posted 06 February 2012 - 04:58 PM
Occasionally I run across a scene in the dungeon where there's already been a battle - bodies and items strewn around. A couple of your monsters have the code <FAMILY>:UNKNOWN instead of UNDEAD. Is that intentional? I think it may be confusing the engine into spawning some monsters with a GOOD alignment.
Edited by zeeman, 06 February 2012 - 05:01 PM.
Posted 07 February 2012 - 06:30 AM
I think the zombie king is powerful enough at 100 HP, no resistances, and 2 turret minions. It still takes a long time to take him down - you've got to get rid of the turrets first, he's surrounded by the other undead monsters, and he keeps casting summons. Plus, I didn't tone down his unarmed attacks so if you get too close he can clobber you.
I think if you kept adding more powerful quest items you could make the zombie king stronger in the end. I used Max's shotgun to the end of the game and kept putting skill points in shotgun and headshot.
I'm going to play another 5 games now, at each level, to see if my little tweaks work. I'm also going to change those FAMILY tags to UNDEAD and see if it fixes the spawning of good-aligned monsters.
Posted 07 February 2012 - 12:17 PM
Ok, nevermind the unknown bit - I just looked at the code for the dead zombies and you gave them -1000 HPRECHARGE, so it's intentional - they die as soon as they spawn, dropping a few items and making cool props.
The idea was to strike fear in the heart of the player when entering the boss level (adventure mode), that something is far greater are killing off the zombies.
However, when you play on the higher difficulties, these dead zombies spawn on a higher depth making it seem somewhat pointless.
Posted 10 February 2012 - 07:20 AM
Heron, here is some more sound work. The file includes:
- An intro track in the same musical style as the stinger tracks.
- Two more stinger tracks. One is a dissonant harmonization of the “Dies Irae” from the ancient Latin Mass of the Dead, played by creepy flutes over throbbing drums. The other is a variation of the stinger track you already have. The three stinger tracks were originally one continuous piece, but I split it into three files because I like the fact that the engine selects them at random, and you get to hear the ambient track in the silences.
- A new ambient track for the dungeon. This is exactly the same as the old ambient track, but I’ve boosted the gain so you can hear it better, and it’s longer, so there are fewer silences between the loops.
- Extended shop music. All I did here was take the oboe/harp duet and repeat it several times, with a very slight development in the oboe melody. It has exactly the same quality as the original, and it’s in the same key, but it’s longer.
Posted 10 February 2012 - 05:09 PM
This is quality!
Now I have something to work with over the weekend
Posted 29 June 2012 - 08:14 AM
This project is currently in hiatus so you all have to wait to fight the second boss, lol.
Don't worry, I still love this project.
I will find time to update when possible!
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