Author Topic: Pantheon Mod - Development  (Read 269131 times)

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Offline Typhon

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Re: Deities Mod - Development Thread
« Reply #270 on: 18 June 2018, 02:39:44 »
Gotta love that Ares button :D
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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #271 on: 19 June 2018, 01:25:32 »
Gotta love that Ares button :D

Hehe, it's one of my favorites. All buttons and the selection background are ingame now.

Since yesterday I was trying to make new nymph animations with Tamchi's Animaton Composer and fix the conflits with the human ones. There will be many nymphs in this mod, and I don't want them to look wonky. If some of you tried the Battle Nymphs mod, you probably noticed that on some of the animations the nymph has "broken neck", or look aside while running. Untill now I was trying to fix it the wong way, by removing the Bone_Head from the glitched animations. But today it hit me - the problem was the mesh, not the animation! The weird thing is that the nymph mesh is the only one that has Bone_Neck and not Bone_Neck01 like the others. So I just went in MeshView, added "01", saved and voila! Broken neck is fixed  :D. Now I starting all nymph animations from scratch again, but the main problem is solved.
Btw, an old dream of mine is to make a human riding a horse. I think I'm one step closer to it now...

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Offline Typhon

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Re: Deities Mod - Development Thread
« Reply #272 on: 19 June 2018, 02:44:51 »
Btw, an old dream of mine is to make a human riding a horse. I think I'm one step closer to it now...
lol, I used to put Hippias on a horse when playing around and making villages in the world editor. :P Can't wait to see how that works out with actual modding talent though  O0
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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #273 on: 20 June 2018, 01:27:44 »
The first part of nymph animations are ready. I will post them later as an update in the Battle Nymphs thread.

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Offline WNG

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Re: Deities Mod - Development Thread
« Reply #274 on: 20 June 2018, 01:40:54 »
I find it really funny how you can lead so many projects at once... I couldn't!  :o

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #275 on: 20 June 2018, 02:19:28 »
I do many projects because I get burned out easily ;).  When I'm tired of one thing, I jump to something different. Titan Quest is a huge world and there is so much to do in it - music, animations, maps... you name it. I'm not surprised old modders did it for years without getting bored.
Btw, all my projects are part of one big project, that is Deities. Everything I do will be included in the final mod in some way. It's like making a puzzle.



Here is my nymph huntress with adapted maenad animation. ^-^
« Last Edit: 20 June 2018, 02:27:35 by nargil66 »

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #276 on: 21 June 2018, 03:23:51 »
Updated my gallery on Imgur and removed all the clutter. It's easier for browsing now.

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #277 on: 21 June 2018, 06:22:21 »
Early preview of Asclepius' Rod skill (Apollo):



This will be Apollo's healing buff "pet", similar to battle standard. There won't be spammable heals in any of the masteries. I'm not a big fan of vanilla Regrowth, i think it's too much and makes potions almost useless.

« Last Edit: 21 June 2018, 06:25:20 by nargil66 »

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Offline botebote77

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Re: Deities Mod - Development Thread
« Reply #278 on: 21 June 2018, 06:48:03 »
i don't mean to be a smartass but that is a Caduceus.. the distinction is Asclepius rod has one snake and looks more like a wooden staff.. that one right there is a Caduceus

potions are easier to use than regrowth because no clicking of the mouse is needed.. but that one is a matter of preference
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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #279 on: 21 June 2018, 07:04:29 »
I checked and you're right. I assumed it's Asclepius because it was in the rebirth fountain... why the heck devs used caduceus? Well, back to the texturing table ^^

About Regrowth - its a mass heal, its instant, you can use it anywhere, and you can spam it. No thanks :P
« Last Edit: 21 June 2018, 10:08:50 by nargil66 »

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #280 on: 21 June 2018, 10:03:30 »
Ok, second variant of the staff (this time it does look like Asclepius' Rod):



I think one of the maenad heroes in Soulvizier used a similar skill with a staff on the ground. Gotta check how amgoz1 did it.
Thanks for the fast correction, botebote.

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #281 on: 22 June 2018, 04:35:32 »
My comp is screwed up again and went down. The changes from yesterday and today might be lost. Seriously, f*ck this.
I have an important question to ask to all who follow this thread. There are two alternatives for releasing Deities:

Alternative 1 - Release when all the masteries are finished and some of the main planned features are added.

Pros:
- You will play a more or less finished version.
- The surprise will be bigger.

Cons:
- You will have to wait for a long time.
- If anything happens to me, my Mega account or my comp, all is lost.

Alternative 2 - Release early alpha and update gradually.

Pros:
- The first alpha can be released in a matter of weeks. You dont have to wait long, only to the next update.
- If anything happens to me, my Mega account or my comp, something will be preserved.
- I can get balance feedback and bug reports from those who are testing.
- I will make the mod with less pressure.
- You won't lose your social life :D

Cons:
- You will play unfinished versions, only with masteries that are done (1 for start).
- There will be less surprise.
- The mod won't look as good as a finished version and will be only half-baked.
- There will be more bugs.

What do you think on second alternative? If I release an alpha soon, will it ruin it for you?



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Offline mvlad954

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Re: Deities Mod - Development Thread
« Reply #282 on: 22 June 2018, 09:27:27 »
An early alpha will make it feel less immersive,since it will be updated gradually and not all content at once,but its the only way to ensure that Deities will be a high quality mod,or that it will be mod at all.We could report bugs or missing things to you.Like you said,if something happens to your comp,an alpha will ensure the preservation of the mod.And if alternative 2 will make you work with less pressure,then you will work on Deities more efficently.However,if your going to release the early alpha,I suggest to release it on Steam Workshop,this way the mod will update automatically.And one last thing,in order to properly test it,I need 2 masteries finished,so that I will be able to see if the hybrid builds are ok.Now if I remeber correctly,both Artemis and Ares are finished completely,right?Anyways,I choose alternative 2 for the reasons listed above.Good luck on the mod!I hope you will get your comp fixed soon!

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Offline nargil66

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Re: Deities Mod - Development Thread
« Reply #283 on: 22 June 2018, 10:30:24 »
Good to see you here, mvlad954.
You have a point in releasing at least two masteries. And yes, I will upload both to Steam and here. As you said, the mod will lose initial immersion, but will be more balanced this way. And the immersion will come after - this is my main goal anyway, as I said to Bumbleguppy long ago. I want to make it so while people play, to live and breathe greek mythology. I don't know how good i am in skill balancing, that's where testers will help. But one of the most important things to me is the visual part - without it immersion is impossible. The good thing is I studied painting years ago and I have some the needed knowledge. 3D modeling is different, but the main aestetic rules apply. And if I have to take a course in 3D modeling and texturing to achieve my dreams for this mod, I will.
I'll start preparing the alpha. I think it should be ready in few weeks.

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Offline Medea Fleecestealer

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Re: Deities Mod - Development Thread
« Reply #284 on: 22 June 2018, 10:47:37 »
I think an alpha is a good idea.  It's worked well for Grim Dawn. Okay that's a totally new game rather than a mod of an existing one, but having new things revealed with every new update has kept the interest high and you do get feedback on balancing, bugs, suggestions for possible changes, etc, which might make them easier to fix/add now rather than later on with a finished mod.

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