Vault Dweller Ubersturmfuhrer

Joined: 07 Jan 2003 Posts: 15337 Location: Vault 13
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Posted: Mon Oct 03, 2005 9:04 pm Post subject: More dialogue screens |
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2 more screens. Comments are welcome. How are the wall/floor textures? Misc stuff? The models are work in progress, don't pay much attention yet.
Screen 1
Screen 2 _________________ Spazmo: Odds are, something you like very much sucks. Why? Because this is RPG Codex. |
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Naked_Lunch `


Joined: 29 Jan 2005 Posts: 5380 Location: Norway, 1967
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Posted: Mon Oct 03, 2005 9:10 pm Post subject: |
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| I think there's too much unused space, maybe you could put something under the window? Looking good, though. With some shadows or such put in, it would look very nice. |
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Vault Dweller Ubersturmfuhrer

Joined: 07 Jan 2003 Posts: 15337 Location: Vault 13
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Posted: Mon Oct 03, 2005 9:17 pm Post subject: |
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Torque doesn't handle indoor shadows very well, some workaround is required. The outdoor shadows are nice and very shadowy.
As for the space, we'll put some crap there. We need more space for longer NPC speeches though. _________________ Spazmo: Odds are, something you like very much sucks. Why? Because this is RPG Codex. |
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Screaming_life


Joined: 28 Oct 2004 Posts: 353 Location: On Maggie's Farm... No More
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Posted: Mon Oct 03, 2005 9:32 pm Post subject: |
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Looks like a Mayang floor texture you got there, thats a brilliant site, i use it all the time.
Everything looks good, shadows would definately add depth. _________________ Dak’kon: "Your reasons for your incessant clicking are not *known* to me."
-=:ASHES:=- |
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Vault Dweller Ubersturmfuhrer

Joined: 07 Jan 2003 Posts: 15337 Location: Vault 13
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Posted: Mon Oct 03, 2005 9:36 pm Post subject: |
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Yep. That's a great site, nice selections. _________________ Spazmo: Odds are, something you like very much sucks. Why? Because this is RPG Codex. |
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Selenti


Joined: 08 Feb 2005 Posts: 221
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Posted: Mon Oct 03, 2005 9:43 pm Post subject: Re: More dialogue screens |
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| Vault Dweller wrote: | 2 more screens. Comments are welcome. How are the wall/floor textures? Misc stuff? The models are work in progress, don't pay much attention yet.
Screen 1
Screen 2 |
Hey, man, could you add some time-travelling crossbows? Oh, and they should be on a schedule, so you never know when they'll pop up and plug you.
Where'd the ace Pepsi bottle go?
On a more serious note, that actually looks pretty good. Definitely a strong improvement over what you had before. I might actually buy this if the trend continues! _________________ Do not meddle in the affairs of wizards, for they will fuck you up, hard.
Last edited by Selenti on Mon Oct 03, 2005 9:45 pm; edited 1 time in total |
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Jora


Joined: 14 Mar 2003 Posts: 1085 Location: Finland
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Posted: Mon Oct 03, 2005 9:45 pm Post subject: |
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I can't think of anything negative about these. I love the kind of smart-ass dialogue options seen in Arcanum, Fallout, Bloodlines and Torment. Good to see you're implementing them too.
Last edited by Jora on Mon Oct 03, 2005 10:48 pm; edited 1 time in total |
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Pr()ZaC


Joined: 16 Sep 2005 Posts: 430
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Posted: Mon Oct 03, 2005 9:46 pm Post subject: |
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I liked them. Need a little AA or higher res but they're ok! 8-) _________________ Worlds are colliding! |
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Psilon


Joined: 15 Feb 2003 Posts: 2023 Location: Codex retirement
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Posted: Mon Oct 03, 2005 10:04 pm Post subject: |
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It's a little hard to distinguish punctuation against the background with the font you're using, though. The period is what? One pixel in size?
A dialogue scrollback buffer would still be nice, but otherwise things look great. _________________ What would Flashman do? |
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RGE


Joined: 18 Jul 2004 Posts: 772 Location: Karlstad, Sweden
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Posted: Tue Oct 04, 2005 12:39 am Post subject: |
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I agree with Psilon about the punctuation, and it also breaks the flow when Loremaster Feng doesn't contract "you are" to "you're" and such, but then he still says "House Daratan's business" instead of "the business of House Daratan". Makes it a bit difficult to get a good grasp on how he's actually supposed to talk. Does he need to speak slowly and deliberately so that he has time to come up with enough condescending insults? Other than that the dialogue kicks ass.
I think the textures look too light. If it's indoors everything should probably look a lot darker. I don't think that there's too much empty space though. It looks quite cluttered to me.
And skin colour on Feng is still too orange. (Hey, that wasn't much attention, was it?)  _________________ A young man's battle against an ancient cockasaurus:
EDGE the Devilhunter |
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Major_Blackhart -


Joined: 05 Dec 2002 Posts: 5223 Location: Jersey for now
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Posted: Tue Oct 04, 2005 12:46 am Post subject: |
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Feng is obviously oriental, so his color is fine. _________________ Well, it's not quite a mop, and it's not quite a puppet, but man oh man.
Nicolai wrote "You are the worst person ever, Blackhart."
http://img233.imageshack.us/img233/7018/rexsig24nq9ky.png |
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Elwro -


Joined: 29 Dec 2002 Posts: 8078 Location: Krakow, Poland
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Posted: Tue Oct 04, 2005 12:48 am Post subject: |
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| Psilon wrote: | | A dialogue scrollback buffer would still be nice, but otherwise things look great. | I second that. _________________ Strong winds bring sea spray. I stand on the cliff, trying to endure the pain within me, growing stronger. Ever stronger
-Tyrax Lightning |
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NeutralMilkHotel


Joined: 14 Dec 2004 Posts: 389
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Posted: Tue Oct 04, 2005 1:40 am Post subject: |
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At first glance I thought the textures/room seemed too bright. Looking at it for a little while more, I'm not too sure. Looks good in any case. _________________
| bryce777 wrote: | | Dialog trees really do limit what you can do. I mean, seriously, all you do is find people in the right order and talk to them. I think it really does degrade the gameplay a bit, though it does make it much easier obviously. |
| Drakron wrote: | :evil: waaaaahhh waaaaaahhh waaaaaahh :evil: |
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Sovy Kurosei -


Joined: 29 Dec 2004 Posts: 1518
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Vault Dweller Ubersturmfuhrer

Joined: 07 Jan 2003 Posts: 15337 Location: Vault 13
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Posted: Tue Oct 04, 2005 3:28 am Post subject: |
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I don't really care about adding quotations and replacing * lines with something else like "you show him the map" or "take a look at this map". That's cosmetic stuff. If most people here like it, we can change it - not a problem.
I don't like the "you demonstrate your knowledge of lore..." line though, that doesn't fit very well into the conversation flow. There are dialogue lines where you have to prove your knowledge and be specific (sorta like some Myron-related lines in FO2), but this is a short comment that leads to a more specific branch. Something like if you realize that a person shares your interests/background, you would indicate that you are familiar with the subject without trying to prove right away that you actually know what you are talking about. At least that's how I see it. _________________ Spazmo: Odds are, something you like very much sucks. Why? Because this is RPG Codex. |
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RGE


Joined: 18 Jul 2004 Posts: 772 Location: Karlstad, Sweden
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Posted: Tue Oct 04, 2005 10:23 am Post subject: |
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| Major_Blackhart wrote: | | Feng is obviously oriental, so his color is fine. |
I thought orientals were yellow, not orange. I can't think of a single human skin colour which leans towards orange. Perhaps someone who eats an unhealthy amount of carrots? That'd also make them lose their hair I've been told, and Feng has no hair. Hm...!  _________________ A young man's battle against an ancient cockasaurus:
EDGE the Devilhunter |
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Lancaster

Joined: 22 Jun 2005 Posts: 27
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Posted: Tue Oct 04, 2005 12:10 pm Post subject: |
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| The dialog lines are great. Can you explain each option, VD? Like what it leads to, what's the difference, etc? Thanks. |
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ichpokhudezh

Joined: 09 Jul 2004 Posts: 179 Location: germantown, md
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Posted: Tue Oct 04, 2005 12:46 pm Post subject: Re: More dialogue screens |
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| Vault Dweller wrote: | 2 more screens. Comments are welcome. How are the wall/floor textures? Misc stuff? The models are work in progress, don't pay much attention yet.
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The font is on borderline of usability. I bet on some LCDs out there punctuation would be smudged by interpolation. Why use serifed one at all in something that's supposed to be read (as opposed to 'glanced at')? I would vote for Verdana/Tahoma/Arial over any serifed (especially fragile/artsy ones) any day.
While I might understand stone walls, but what's the reason for the stone floor? It is going to be quite cold, you know, for a work area. Anyhow, grout looks too light for a high-traffic area, imo. _________________ @Tom's Hardware: ...hopes that Vista might be able to speed up applications are gone. |
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Hazelnut


Joined: 17 Dec 2002 Posts: 1486 Location: UK
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Posted: Tue Oct 04, 2005 1:52 pm Post subject: |
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Interesting ideas, but I think I prefer VD's originals.
VD:
They are awesome IMO. The only comment about the 3d view is that everything looks a little clean - almost like the scene was steam cleaned just before a photo or something. Shadows/darkness/dirt or a combination would help the realistic look somewhat.
Don't get me wrong here though - it's certainly not neccessary for the game. The graphics are fine as they are - indicating what everything is, where it is spatially and what actions are occuring... realism is just icing, and cake without icing I can do if it means I get it sooner!!  _________________ "Next time, try to write as if you are applying for a job, rather than MSN chat. Your country invented the language, try to use it well. I've seen chimps batter out better passages on typewriters. Shagnak's reaction is the prime example of how people react to that mess you posted." - Fez
"It still puzzles me why certain RPG developers seem so intent on following trends, when their consumer base couldn't be trendy, even with a +10 Bag of Conforming to the Social Norm." - Section8 |
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Vault Dweller Ubersturmfuhrer

Joined: 07 Jan 2003 Posts: 15337 Location: Vault 13
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Posted: Tue Oct 04, 2005 2:09 pm Post subject: |
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| Lancaster wrote: | | The dialog lines are great. Can you explain each option, VD? Like what it leads to, what's the difference, etc? Thanks. |
Screen 1:
1. Get some info about the map - main quest related
2. If you have lore skills, you discuss certain map elements with the loremaster, and he gives you more info that opens a different direction.
3. This line works only if you are with a Noble House - different direction
4. You get this line if you joined the assassin guild and took the contract
Screen 2:
1. Kill the loremaster anyway, get to use the line from "The Good, the Bad, and the Ugly", and get hunted pretty much like a dog until you die or get out of this town.
2. You get this line if you managed to meet the Lord and convince him to get rid of Feng. Then you can kill Feng without any consequences and get some bonus points with the assassins.
While Feng is tied to the main quest, you can safely kill him without breaking the quest. _________________ Spazmo: Odds are, something you like very much sucks. Why? Because this is RPG Codex. |
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Nick


Joined: 21 Apr 2004 Posts: 235 Location: Over the hills and far away
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Posted: Tue Oct 04, 2005 2:09 pm Post subject: |
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| Quote: |
I can't think of a single human skin colour which leans towards orange.
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Fixed. You'll see how it looks next time when we'll post something. _________________ Oh, 'twould be marvelous if the world and its moral questions were like some game board, with plain black players and white, and fixed rules, and nary a shade of grey.
The Black Company. Shadows Linger. |
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Vault Dweller Ubersturmfuhrer

Joined: 07 Jan 2003 Posts: 15337 Location: Vault 13
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Posted: Tue Oct 04, 2005 2:12 pm Post subject: |
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| Hazelnut wrote: | | They are awesome IMO. |
I can live with that Thanks. _________________ Spazmo: Odds are, something you like very much sucks. Why? Because this is RPG Codex. |
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Astromarine Angry Cunt

Joined: 21 Jan 2003 Posts: 2211 Location: Switzerland
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Posted: Tue Oct 04, 2005 3:44 pm Post subject: |
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Second the awesomeness. One thing though puzzles me a bit. You have a [lore] check on the like "A fellow loremaster? What a s!urprise", which would, I assume, indicate that you will do a skill check to decide the response to that line. I don't think there's too many ways one could respond to that, other than enthusiastically or skeptically. Either way, running a skill check on the *indication* of an interest is weird.
Pipe-dream: that line should check for your *reputation* as a loremaster (Feng would probably pass, being a loremaster himself), which would then lead to him accepting you as his equal (even if you aren't, and had the reputation from bluffing before) until proven otherwise, OR to him saying "LoreMASTER, eh? well, what is the air-speed velocity of an unladen swallow? " and generally require you to prove yourself to him. Much more dynamic _________________ Astro
"Go skate into an AIDS tree, motherfucker!"
- Louis CK |
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Spazmo Fights like a dairy farmer

Joined: 09 Nov 2002 Posts: 5754 Location: Monkey Island
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Posted: Tue Oct 04, 2005 4:21 pm Post subject: |
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A simpler alternative would be to have the line "A fellow loremaster? What a surprise!" from the PC, to which Feng responds with "Eh? What do you know about lore anyways?" Then the PC could go '[lore] You glance at a shield on the wall. "Well, I know that your shield there is a cheap copy of the original. Where'd you get that, Turania marketplace? Five gold, maybe?" '
Then again, tracking reputations does rule. _________________ How appropriate. You fight like a cow. |
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Vault Dweller Ubersturmfuhrer

Joined: 07 Jan 2003 Posts: 15337 Location: Vault 13
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Posted: Tue Oct 04, 2005 4:30 pm Post subject: |
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| Astromarine wrote: | | Second the awesomeness. One thing though puzzles me a bit. You have a [lore] check on the like "A fellow loremaster? What a s!urprise", which would, I assume, indicate that you will do a skill check to decide the response to that line. I don't think there's too many ways one could respond to that, other than enthusiastically or skeptically. Either way, running a skill check on the *indication* of an interest is weird. |
The skill check is not to the response to that line, but to the line itself. If you don't know lore well enough, let's say it's less than 20, you won't get the line. Now, the loremaster would be skeptical, and it would take way more than 20 to finish that branch successfully. You would have to say something more than "Yay! I know lore too!" to convince him and that would be the line where a skill check would be applied to the response.
| Quote: | | Pipe-dream: that line should check for your *reputation* as a loremaster (Feng would probably pass, being a loremaster himself), which would then lead to him accepting you as his equal |
He won't. An equal is a threat. One of his quests is getting rid of another loremaster. He would respect a person who may have a good understanding of lore though. If you prove that you are as good as him, you are as good as dead.
| Quote: | | OR to him saying "LoreMASTER, eh? well, what is the air-speed velocity of an unladen swallow? " and generally require you to prove yourself to him. Much more dynamic |
That's pretty much what it is (see above). Each reply leads to something more complex than "Uh, ok, then", just like the assassin reply leads to another fork and a chance to handle it peacefully (eventually) _________________ Spazmo: Odds are, something you like very much sucks. Why? Because this is RPG Codex. |
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