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[WIP] Synthesis Machine
05-15-2008, 10:29 AM,
#61
 
I think Phitt's textures are pretty much Identical, Though even if they are slightly different that does not warrant a change, Well I don't think so anyway.
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12-04-2008, 07:58 PM,
#62
 
hey guys we need to get our final ideas down so I can script this. I forgot about this since Rickious is not here, if we have the script we have a working machine, also this means I can finish things like the dwemer bombs too.
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12-07-2008, 11:41 AM,
#63
 
Quote:Originally posted by InsanitySorrow
hey guys we need to get our final ideas down so I can script this. I forgot about this since Rickious is not here, if we have the script we have a working machine, also this means I can finish things like the dwemer bombs too.

Do you mean for the machine design and how it operates ?

I'm all about the simple

Add stuff in and push the button after the steam shoots out the top several times and the wheels stop turning the "item" should appear on the convyor

Think oif the movie "Charlie and the Chocolate Factory" Or aka Willy Wonka and the Chocolate factory.... He made the Ever lasting Gobstopper... that machine is what I would think about here.

Enjoy
Bob
I am a free single guy again, but I am still addicted to Elder Scrolls


http://z10.invisionfree.com/Island_of_Ra...hp?act=idx


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12-07-2008, 11:45 AM,
#64
 
The design more than anything, but also what exactly are its tasks? I need to know so I can work out how to make each thing work correctly and also to get the menu right.

So far:

Create Bombs
Weapon Duplication [Only Dwemer] ?
Item Creation [What Items?]

Also what materials will the player be finding in there?
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12-07-2008, 12:10 PM,
#65
 
Quote:Originally posted by InsanitySorrow
The design more than anything, but also what exactly are its tasks? I need to know so I can work out how to make each thing work correctly and also to get the menu right.

So far:

Create Bombs
Weapon Duplication [Only Dwemer] ?
Item Creation [What Items?]

Also what materials will the player be finding in there?

For the Design I would again reference what I said above simple

A long container type with several moving cogs, steam pipes and levers

lets say for example only

At the front of the machine their is a lever, when you move the lever you are asked to add the ingrediants

IE "Message Box" "Add you ingrediants"

(Now if we have a Dwmer dictonary it would be cool to have this message appear in the Dwemer language)

Once the ingrediants are added, the next message comes up

"Start the Machine" assuming we are dwemer we would know how to start it, but for our purpose we will notice a switch on the side of the container...depress it and the machine starts

Cogs begin to turn and steam spurts from the top

I'll reference this Bloodmoon quest
http://www.uesp.net/wiki/Bloodmoon:Cave_of_Hidden_Music

The stones have steam shooting from them as they are activated


Enjoy
Bob
I am a free single guy again, but I am still addicted to Elder Scrolls


http://z10.invisionfree.com/Island_of_Ra...hp?act=idx


[Image: qxbkbqrcde.jpg]

Enjoy the Great taste of Diet Bob, with Zero Calories
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12-07-2008, 07:36 PM,
#66
 
Sounds good, though the animations would be set off by a script, We could not do the dwemer text, I dont think its possible to change the font or layout of a message box.
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12-07-2008, 08:32 PM,
#67
 
A couple of more suggested functions:

Transmutation (converts one metal into another, such as iron to gold)
Transmogrification (compresses and superheats the carbon in wood into diamonds and precious stone)

and finally...

Sublimation (suspends the Earthbones - reverse-engineering the formation of the world - converts a physical object into pure magical essences)
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12-08-2008, 12:27 AM,
#68
 
Quote:Originally posted by InsanitySorrow
Sounds good, though the animations would be set off by a script, We could not do the dwemer text, I dont think its possible to change the font or layout of a message box.

Yes they would be.. the switch as an activator will set all in motion

not knowing much about the scripting is I think it might be easier to make special items individually identified and add the scripts to those items, this way the machine will know what to produce otherwise I think you will have a very large script Confusedhrug: like I said I do not know

IE if Item A B & D are added make sword, if B D & Q are added make a shield

I'm just throwing stuff out their so if I got it wrong just ignore this

I think limiting the amount of use is the key

We know the Bombs = how many.. thier should be enough for the archeologist to use to open up other parts of the ruin and the player should be able to keep a few to use as weapons

3 ingrediants Powder, fuse and metal casing

We know the sword repair =1 use
Ingrediants =?

We know the fix centurian =1 use We can make 1 piece of each item of Dwemer Armour (special)
Helm, Shield, Guantlets, Pauldrons, Greaves,Boots, Curiass =9

Ingrediants.... 9 pieces of Special Ore, 9 pieces of ????A and 9 pieces of ????B

The item name of ????A and ????B determines the piece made


Also I like Deeza's Ideas maybe we can add 1 use for each of those as well


Enjoy
Bob
I am a free single guy again, but I am still addicted to Elder Scrolls


http://z10.invisionfree.com/Island_of_Ra...hp?act=idx


[Image: qxbkbqrcde.jpg]

Enjoy the Great taste of Diet Bob, with Zero Calories
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12-08-2008, 01:58 PM,
#69
 
Well we got the ideas down. I think we would need to have a menu pop up and ask the player what to do, IE, Make Sword, but theoptions only appear depending on what items the player has in their inventory.

You could think of it like the player knows what he/she can make and only has those options available.

We could have it so the synthesis machine will allow one set of bombs to be made, it could be a set of say 6, three for the player and 3 for the archeologist.
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