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Monsters are GO!
Posted:
Fri Aug 01, 2008 8:54 pm
by Karl G.
Well, they're getting there anyway. They don't attack you yet, but these baddies will strike fear into the hearts of players soon enough.
See images
Re: Monsters are GO!
Posted:
Fri Aug 01, 2008 9:13 pm
by Karl G.
Update: I'm also very pleased to say that I just added monster-loot and it works GREAT!
Re: Monsters are GO!
Posted:
Fri Aug 01, 2008 10:58 pm
by Joe M.
Sweet!
What's with the ground, though? Especially in the first and third shots, it looks like the feet are below the ground--like they're standing in water or something.
Re: Monsters are GO!
Posted:
Sat Aug 02, 2008 12:00 am
by thadiusofx3
Yeah i noticed that too.
Looks awesome though!
Re: Monsters are GO!
Posted:
Sat Aug 02, 2008 6:47 am
by Karl G.
Oh! It took me forever to figure out what you were talking about. Those are dead corpses
Re: Monsters are GO!
Posted:
Sat Aug 02, 2008 10:17 am
by speed3b
I figured they were dead ones. I thought they were talking about the whiteness. Fog im assuming? I remember you coming up with that.
Re: Monsters are GO!
Posted:
Sat Aug 02, 2008 10:47 am
by Joe M.
Here's what I'm talking about. Look at the line: on the top half the models are normal, but then they look like they "sink" below the ground.
Re: Monsters are GO!
Posted:
Sat Aug 02, 2008 10:49 am
by Hatebreed
Looks good!
I think that line you're talking about looks like there is a mist or fog on the ground. Looks pretty cool lol.
Re: Monsters are GO!
Posted:
Sat Aug 02, 2008 11:59 am
by Karl G.
Oh yeah, that's fog
I forgot to disable it for the screenshot--it looks really cool when in-game, but in still frames it does make that weird line.
Re: Monsters are GO!
Posted:
Sat Aug 02, 2008 12:48 pm
by thadiusofx3
thats makes it even cooler!
how about a video of it?
Re: Monsters are GO!
Posted:
Sat Aug 02, 2008 1:06 pm
by Hatebreed
haha! i knew it.
Does the fog move about? Or is it just flat and stationary like a table? If it flowed about like real fog that would own.
Also, yea I'm with Thad, video plix.
Re: Monsters are GO!
Posted:
Sat Aug 02, 2008 1:12 pm
by lawn gnome
pimp! this looks so tight haha, cant wait for the release. Good work Karl
Re: Monsters are GO!
Posted:
Sun Aug 03, 2008 5:49 am
by Richard. UK
Karl,
That has to be one of the most amazing previews, I can not wait to see the fog in game. I was a little shocked when I saw the photos, I thought that water looks so sweet, but then thinking about it I soon remembered you saying fog would be apart of Volucris.
Top Notch Karl!
Kindest Regards
Richard
Re: Monsters are GO!
Posted:
Sun Aug 03, 2008 8:46 pm
by Karl G.
Hey everyone!
Here's another video:
http://www.youtube.com/watch?v=r1W0JdkMywUNo fog, sorry
I forgot to turn it on...durf. Sleep now, more later this week.
Re: Monsters are GO!
Posted:
Tue Aug 05, 2008 4:35 pm
by speed3b
Very nice! Looks awesome.
Re: Monsters are GO!
Posted:
Wed Aug 06, 2008 1:28 am
by thadiusofx3
I was watching the video again and I had an idea.
It's hard to tell the radius of some spells and determine if an npc is taking damage from them.
I was thinking maybe some visual alert to let the player know that the npc is in fact getting hit.
Something similiar to the blood aproach could be used, but instead of blood a white star or something to that effect.
Re: Monsters are GO!
Posted:
Wed Aug 06, 2008 4:44 am
by Nirvana9832
Yeah, i agree with thad. maybe there is already a sound anyways thad? if not anyways, Great video, i watched it and i almost peed myself, the game is coming along Amazing, AND i love the Inventory menu.. i cannot wait for the release!
One more thing if i may Suggest? i LOVE the mp/hp bars. only thing missing is an EXP bar =P
Or even something xen never had... and PV would be awesome with... A DAMAGE BAR. like.... when you hit a monster. the Damaged hp shows above the monsters head. or a HP bar. Either one would work nicely haha
*Continues to wait for release* =)
Re: Monsters are GO!
Posted:
Wed Aug 06, 2008 5:25 am
by Karl G.
I've got an EXP bar in there, you just can't see it because the monsters don't give exp yet...but they will
Karl
Re: Monsters are GO!
Posted:
Wed Aug 06, 2008 7:48 am
by Nirvana9832
Beautiful. cant wait =]
Re: Monsters are GO!
Posted:
Wed Aug 06, 2008 9:02 am
by thadiusofx3
yeah my first thought was an hp bar above npcs heads that shrinks like the players hp bar
this would help tons because u could know exactly what combination of spells to use to kill each monster if u are hunting the same npc for awhile
(like one stronger spell + one weaker spell would kill them as opposed to casting two stronger spells and wasting mana)
Re: Monsters are GO!
Posted:
Wed Aug 06, 2008 9:55 am
by Necromadon
I like in games when you get a "XX!" above the monsters' heads, XX being the damage.
It helps you in several ways.
1.) You know you hit the target.
2.) You get to know how often you do critical hits.
3.) You get to see your damage as you change your gear.
It would be nice if this game had a system like that.
Here's just one example:
http://www.youtube.com/watch?v=dWeQnWVsQ3oFirst game that came to mind.
Re: Monsters are GO!
Posted:
Thu Aug 07, 2008 12:05 pm
by Nenitus
Nice!
It's really coming along.. can't wait to try it out.
Re: Monsters are GO!
Posted:
Thu Aug 07, 2008 12:40 pm
by Karl G.
I'm sorry to tromp on ideas, but seeing the HP of monsters is one that I'm going to have to be firm about. This will not be in the game for several reasons:
- It removes the element of mystery from monsters. If I were to spawn a super-troll (like the bugged monsters ones of Xenimus) you'd instantly be able to know it, and this would remove such surprises from the game
- The more knowledge you have to remember, the more you become a part of the world instead of just a player--this is how the "oldschool" player is created. Those who are respected for being advanced game players do so because of their skill and knowledge collected over time. The more knowledge that is put in the world (world map, monster HP, damage values) the less distinction there is.
- Showing more stuff on the screen requires more bandwidth. At this point, bandwidth is so low (only about 16 kbps with 128 characters moving simultaneously in a single area) that I should be able to get a HUGE number of players in a much bigger world. Adding more data always increases bandwidth cost, and I'd like to use that bandwidth for more interesting things--spell effects, animations, more players, more monsters, more items, etc.
That said, there definitely needs to be some kind of ability to see whether or not you hit your target with a spell or ability. I haven't added it to every one of my spells yet, but I'll work something up.
Re: Monsters are GO!
Posted:
Thu Aug 07, 2008 2:27 pm
by thadiusofx3
Just some way to know you're actually hitting the monster with the spell would be good
maybe a white star or something like i suggested sorta like blood when u hit them melee
Re: Monsters are GO!
Posted:
Thu Aug 07, 2008 3:58 pm
by Necromadon
So is the showing damage over heads idea a no-go?