PortTown
Been working on a PortTown Dmod for awhile now, and its finally at a point I feel safe talking about completing it in the future.
Mainly focusing around the Northern Trading company and the Pirates infighting, but also has Dink taking a trip to the North to help save the Ice Wizard.
Been trying to design the subquests and various games to contribute more towards the overall story. While accomplishing one you'll be led into others.
The other main portion of the dmod is going to be Dink's quest for enough money to buy a home from Charlie. Adding in tons of ways for Dink to earn the money without too much trouble, not going to be solely foccused on monster slaying though.
Beefing up the enimies with additional abilities. They'll be able to sense when Dink is near and Shooters will be able to swap between shots and regular tactics.
Implementing a bunch of the suggestions from the Interesting Concepts for Dmods thread, should make it feeel more organic than normal.
Alright enough for now I think, I'll try to update this as I can.
Mainly focusing around the Northern Trading company and the Pirates infighting, but also has Dink taking a trip to the North to help save the Ice Wizard.
Been trying to design the subquests and various games to contribute more towards the overall story. While accomplishing one you'll be led into others.
The other main portion of the dmod is going to be Dink's quest for enough money to buy a home from Charlie. Adding in tons of ways for Dink to earn the money without too much trouble, not going to be solely foccused on monster slaying though.
Beefing up the enimies with additional abilities. They'll be able to sense when Dink is near and Shooters will be able to swap between shots and regular tactics.
Implementing a bunch of the suggestions from the Interesting Concepts for Dmods thread, should make it feeel more organic than normal.
Alright enough for now I think, I'll try to update this as I can.
July 22nd 2007, 09:48 AM
Marpro
It sounds cool, Endy Your idea's are quite good and you've already released some great files... We can look forward to a new good D-Mod.
Thanks
Got the main enemy scripts working, made a modified version of the volcanoes from I, Kara Gu for use as a natural sort of enemy. Also combined the drop effect with RabidWolf's Ice Orb to make a freezing version. Cool to see and dangerous as heck.
Most of the various shooting and sighted enemy scripts are done. Gotta work on the NPC portions again, been having way too much fun making the monsters.
Got the main enemy scripts working, made a modified version of the volcanoes from I, Kara Gu for use as a natural sort of enemy. Also combined the drop effect with RabidWolf's Ice Orb to make a freezing version. Cool to see and dangerous as heck.
Most of the various shooting and sighted enemy scripts are done. Gotta work on the NPC portions again, been having way too much fun making the monsters.
Main dungeon quest in an ice cavern is complete. The Icey Blasts, blue boncas and Ice Cavern tiles look great together. About half of the main NPC scripts are done. Another topic just gave me some ideas of what to do with fish Dink receives, should make it more interesting than the Receive-Sell idea I originally had. That snow mound was a life saver. I've been able to use it for ralistic hidden/blocked warp points and as a way to give out bonuses.
Other Stuff:
Found the fisherman graphic from RabidWolf can look like several different fishermen by overlaying Rabid's graphic with an original one. The first frame for blood bursts makes a surprisingly nice rose(on vines) for Aby's shop.
Other Stuff:
Found the fisherman graphic from RabidWolf can look like several different fishermen by overlaying Rabid's graphic with an original one. The first frame for blood bursts makes a surprisingly nice rose(on vines) for Aby's shop.
"Beefing up the enimies with additional abilities. They'll be able to sense when Dink is near and Shooters will be able to swap between shots and regular tactics."
Hmm, this sounds interesting. Tell us more!
Also, this sounds like it will be a great D-MOD, Endy. I'm really looking forward to it.
Hmm, this sounds interesting. Tell us more!
Also, this sounds like it will be a great D-MOD, Endy. I'm really looking forward to it.
Basically I've rigged up good pythagorian's theorm to work in Dink. Enemies and NPC's can then "see" when Dink or others are close. You can't just casually walk up to monsters now, they'll actually target you once your close. Cutscenes/Conversations also feel more realistic, since the player literaly walks into them. The bonca script in the Weather Demonstration uses this, so you can see it in action.
Have an insane number of shooters so far with Dragons, Cast Knights, Goblins, and pirates. Hard as heck to defeat. Think enemy shooters work best for major enemies, it'd get really old having to fight them all the time.
Alright gotta work on the difficulity levels still, I keep getting killed by my own designs. Ice volcanoes and regular enemies combined are harder than I could have imagined.
Have an insane number of shooters so far with Dragons, Cast Knights, Goblins, and pirates. Hard as heck to defeat. Think enemy shooters work best for major enemies, it'd get really old having to fight them all the time.
Alright gotta work on the difficulity levels still, I keep getting killed by my own designs. Ice volcanoes and regular enemies combined are harder than I could have imagined.
In Inititation Dan used an alarm script. When the fathers see Dink, they target him and the screen locks. If you're having trouble, maybe you could chack that out.
Also, are there any major plot twists? I like them.
Also, are there any major plot twists? I like them.