Game Design thread
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08-23-2008, 01:11 AM,
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Game Design thread
Proposed plan: i pulled the music section from mirrored's post.
1. Map & Heightmap 1a. Map 1b Heightmap willward & senten 2. Quest 2a. Quest outline Ysne & Shivertail 2b. Quest dialog 3. NPCs 4. Graphics/Models Overseen by RA 5. Music Overseen by mirrored 5.1. Explore Music: Optimal Length - 2-3 minutes 1) Akavir Explore 1 - 100% - Done! 2) Akavir Explore 2 - 0% 3) Akavir Explore 3 - 0% 5.2. Battle Music Optimal length - 1-2 minutes 1) Akavir Battle 1 - 100% - Done! 2) Akavir Battle 2 - 0% 3) Akavir Battle 3 - 0% 5.3. Dungeon Music Optimal length - 2-3 minutes 1) Akavir Dungeon 1 - 0% 2) Akavir Dungeon 2 - 0% 3) Akavir Dungeon 3 - 0% 6. Documentation 6.1 Readme ciao-gamer
Akavir Mod Leader
http://ysnesmusings.blogspot.com/ |
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08-23-2008, 09:37 AM,
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I think that would be good to make this as Game Design Doc thread. I'll let myself copy and paste the stuff I wrote in other thread regarding the music.
Now, for as small mod as this, I think the 3 tunes will be enough for every music section. I did not include the public music, since it would be cool to have all stuff open for the island (no Public music section, no getting into a town space) like it was in Morrowind. You will need to cover other sections (models, etc.). 5. Music 5.1. Explore Music: Optimal Length - 2-3 minutes 1) Akavir Explore 1 - 100% - Done! 2) Akavir Explore 2 - 100% - Done! 3) Akavir Explore 3 - 100% - Done! 5.2. Battle Music Optimal length - 1-2 minutes 1) Akavir Battle 1 - 100% - Done! 2) Akavir Battle 2 - 100% - Done! 3) Akavir Battle 3 - 100% - Done! 5.3. Dungeon Music Optimal length - 2-3 minutes 1) Akavir Dungeon 1 - 0% 2) Akavir Dungeon 2 - 0% 3) Akavir Dungeon 3 - 0% 5.4. Success and Death Music Optimal length - up to 10-15 seconds 1) Akavir Death - 0% 2) Akavir Success - 0%
Michal Cielecki
Composer for Games and Media http://www.michalcielecki.com ------------------------------------- Akavir's Island Mod Music |
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08-23-2008, 03:32 PM,
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Ok, that takes care of the music piece. We need to decide whether we are going to have a town of any kind (I do think open as in Morrowind is best). If so, is it going to be a pirate refuge, a trading port, something inbetween.
If not a town, then will there be any permanent inhabitants? What kind of quest(s) do we want to include? Do we want to include one or more dungeons, if so, how many? What races will we introduce? I'm sure these are not all the questions we need to answer.
Akavir Mod Leader
http://ysnesmusings.blogspot.com/ |
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08-23-2008, 04:05 PM,
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I think something close to common Cyrodillian knowledge, such as a port with a fort/outpost to the mainland of akavir is good. As for races, perhaps some passing traders of normal races and a few natives. For quests, perhaps a main one of stopping invading tsaesci ships?
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08-24-2008, 07:37 PM,
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I'd suggest editing/making a post written in the style I have made the one above. Discussing stuff here will give you a mess unless you will roughly cover all the sections, example:
1. Graphics 1.1 Models 1) Races 2) Weapons 3) Buildings 4) Furniture 5) Trees 1.2 Animations (?) 1.3 Spell effects (?) 2. Audio 2.1 Sound effects 1) Voices 2) special sfx 2.2 Music Etc... You can discuss stuff in this thread but the written design like post should be the first one for everyone to see and check. After discussing and agreements about things you can always update the first post.
Michal Cielecki
Composer for Games and Media http://www.michalcielecki.com ------------------------------------- Akavir's Island Mod Music |
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08-25-2008, 12:44 AM,
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I am planning on doing just that mirrored, either tomorrow or Tuesday. I do appreciate the suggestions/contributions. In terms of getting the outline started, those are really helpful.
Later-- I now have the start of a plan in the first post of this thread. I welcome suggestions for fleshing it out.
Akavir Mod Leader
http://ysnesmusings.blogspot.com/ |
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08-25-2008, 06:16 PM,
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Ok so I'll start with models.
I remember Ra was working os buildings and he was successful in bringing the 3dchaya model to the game (as was I). Let's make it easy for ourselves and consider this for buildings: 2 models of common villager building, each model would be textured differently (3 kinds of texture work for each model?), that would give us 6 kinds of the buildings, for a start. Whats next... A Warehouse? Watchtower... As for weapons, I believe two mystic staffs were transfered to you from Void: http://www.moddb.com/mods/void-oblivion/...f#imagebox http://www.moddb.com/mods/void-oblivion/...1#imagebox http://www.moddb.com/mods/void-oblivion/...f#imagebox There was also a kanabo: http://www.moddb.com/mods/void-oblivion/...o#imagebox In means of swords, we could have 3 kinds of one hand katanas + 1 hidden somewhere, powerfully enchanted. Same could go for two handed katanas. For other types of swords, see Void at moddb images. I don't know much of other types of weapons though.
Michal Cielecki
Composer for Games and Media http://www.michalcielecki.com ------------------------------------- Akavir's Island Mod Music |
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08-25-2008, 06:33 PM,
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That "void stuff" looks usefull!
We need more of that, lol
[TITLE]Akavir co-Leader.[/TITLE]
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08-25-2008, 07:22 PM,
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I believe all was transferred to Akavir team (Kodama).
Michal Cielecki
Composer for Games and Media http://www.michalcielecki.com ------------------------------------- Akavir's Island Mod Music |
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08-26-2008, 09:35 AM,
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Check my above post.
Moreover I'd like to ask/discuss about music - do we make a willing player to delete/move original Oblivion music or will this be an addition? Is the music scriptable, so only Akavir tunes can be heard randomly when being on the island in different situations (explore, battle, dungeon)?
Michal Cielecki
Composer for Games and Media http://www.michalcielecki.com ------------------------------------- Akavir's Island Mod Music |
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