- This mod relies HEAVILY on textures, sprites, midi's and sound effects from daggerfall
- close-combat that's a bit more in-depth than Hexen or other games of this mod's ilk
- spell system that's relatively close to daggerfall's but toggles between ranged and touch-based
- optional quests and traveling. Albeit on a much smaller scale than Daggerfall's, but it's a step in the right direction
- enemies that I'm doing my best to fine-tune for melee fighting, since that's what I really want to define this mod
- tagged "hostile" and "nonhostile" locations so dungeons can be cleaned/repopulated and revisted in one sitting
- monster spawners that will....well, spawn random monsters (if the mapper chooses) in random locations (again, if the mapper chooses)
- random ambience sounds depending on what kind of location (hostile vs. nonhostile) the player's in. Not much, but I find it better than putting a defined sound effect in a sector that may or may not play a fixed number of times
probably other stuff here that I'm missing, but I'll go ahead and let the videos and screens do the rest of my talking for me. They were done with the trial version of FRAPS. Yes, I know, I'm a huge nimrod for not paying a lousy thirty dollars to get the full version, but I figured a 30 second video here and there would be a better way of showcasing the changes I've made versus 2 or 3+ minute video that sort of just degenerates into the viewer thrilling along as I play a video game. Anywho, here's the first few I made in where I scrapped it out with a few Imps. These videos show the fixed monster spawners. Until I code ALL of the mod's bad guys I won't bother showing the random monster spawner since it's going to pretty much be a WIP till that point. These imps spawn in the same sector but different areas.
http://www.youtube.c...h?v=4j4oN1soZdU
http://www.youtube.c...h?v=kS6WyisHVd8
these next videos just show the bow and arrow. Nothing particularly special about it, it has the same graphics as daggerfall, but works more like the bow from Oblivion. That being, the longer you hold down the attack button down the more damage the arrow's going to end up doing.
http://www.youtube.c...h?v=1XOngX-4M0g
http://www.youtube.c...h?v=RlkjHLAMkUg
the last two videos are me fighting a warrior and a cleric. Just kind of shows how I plan on having enemies interact with each other, in addition to showing the ranged/touch spells.
http://www.youtube.c...h?v=tyRumqH9tMs
http://www.youtube.c...h?v=FHNMICXm2CI
next are the screens. This is just a random shot of a peasant in a town.

the next is the travel horse that takes you from one location to another.

this is the travel interface where you can get from one place to another. If you change between provinces, you change between maps. Otherwise it just takes you to different places on the board.

and the most recent for last, the inventory screen.

I only started it this morning and in all honestly I might scrap it since I'm having some trouble figuring out how I'm going to tell the game what item/weapon the player gets and in what order so I can display them correctly on the screen. In addition to that, I can't figure out what I'm going to do when the player scrolls down past that 4-square area. I'm sure it can be done, but I'm wracking my brain trying to figure it out.
SO with that note, I'll close with the last bit; features to come. Some of these things I've already experimented with and had absolutely no luck so in some sense this part is devoted to me asking some of you mod gods out there for some help.
Yet another bullet list to help sort out. I'll start with things that have totally stumped me.
- arrows that get stuck in the wall. Right now they just vanish and it looks pretty lame. Anybody that's seen the videos for the WGrealms midevil mod knows that this is possible, but it's completely stumped me. I figured it was either through the hitscan command or htg_t, but neither really did anything when I worked with them.
- Skyboxes. The texture files in Daggerfall are kind of a treasure trove of mod resources and the sky textures really stand out. I've tried my hand at making skyboxes out of them but I'm really no good at that stuff and don't want to/can't devote alot of time to making cosmetic things of that nature. It would definitely be a shame for them not to be used, though. Any help I could get on this would be appreciated.
- Enemy AI. Some of the guys I've worked on are a bit smarter than the Duke enemies, and I continue to work on it but having some general frame of reference would be nice, particularly for pathfinding. That one's really my buggaboo right now. That site of Reaperman's comes to mind though it seems like it's...uh...kinda dead.
- More melee weapons. Right now I have the fist attack and the sword. It'd be nice to get some more in, I just need to think of a reason a player would want to use one over the other. Since these types of weapons use no ammo, this is going to hinge more off player preference than anything else.
- spells effects like enemies getting torched when you use the fire touch or poisoned, etc. I've already gotten a cloud of paralysis down so this stuff's no big deal.

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