Titanquest Fan Forum

Titan Quest - Anniversary Edition/Ragnarök => New Projects => Topic started by: Prosoro on 05 February 2018, 13:15:28

Title: Hamunaptra Mod - Development
Post by: Prosoro on 05 February 2018, 13:15:28
(https://i.imgur.com/3HMGVZX.png)

Teaser Trailer:
https://www.youtube.com/watch?v=gp80zUZVQ-g

Hey, so thought it's time to get going with a development thread for the mod  :)


Overview


Hamunaptra is a new mod being made for Titan Quest:AE, though I did start making it way back before AE was a thing so it may work fine in IT (will test at some point) but of course there would be various features missing.. more on that later haha.
The mod introduces players to a new world (map) set in ancient Egypt along with a campaign to play through.  Characters start from level one and are thrown into an adventure that is considerably more challenging than the base game, requiring a survivalist approach to stay alive.  Exploration and careful attention to the environment is key here; things like blood stains or footprints in the sand can lead to much needed potions and gear from other, unfortunate adventurer's  ...or on the other hand you might be led into the midst of a Cultic gathering.  In any case, while loot is plentiful, potions are all the more precious.  The world itself is designed to be more open with minimal markers for things like dungeon/tomb entrances, further encouraging you to search out the map and discover stuff! That said, the way forward is always clear enough and areas aren't excessively large so that you end up traversing some vast, boring desert.

Aside from the world itself, other core features are secret areas, again paying attention to the environments/walls etc is a good idea  ;), new items and sets to collect, huge cities that are both hub areas and places to explore and delve into themselves, many new types of hero monsters to encounter, memorable Npc characters and a unique storyline.

> For more information, screenshots and other details check out the website. <
Background

The idea for this project was in part from wanting to re-create The City of the Dead from The Mummy film in Titan Quest and have fun exploring more dangerous tombs/areas than in the base game.  Things escalated and the project grew as I gained more experience with the modding tools.  This is where tq.net was so helpful, but you can only read so much and I had to learn a lot from just trying out things, failing, then re-trying.  This of course = modding though right  ::)  The other part of what drove this project into existence was that I had played and farmed Titan Quest, particularly act 2 which is my favourite act, way too many times and wanted to have a go at creating a new world to, well, farm and loot stuff in.  I guess the third reason for working on Hamunaptra is that there are so many Mastery mods out there for TQ and very few new world/map mods. Hopefully if all goes well though, I can add another map to your guys' Custom Maps list in the game menu  ;D


Current Development: (updated as the project progresses)

-Overworld and underworld areas complete (98%- some to be polished)
-Npc's added (need to link with quests)
-World is populated (70%)
-New Hero Enemies added (30%)
-New Items created and in-game (45%)
-Lore features (25%)

Major Features Still To Do:

-Quests and Music

Other Features/Ideas:

-Factions
-Easter Eggs ^^
-Dread "challenge" Dungeons
-Moar art


Regarding time-frame, I'm working as much and as hard as I can on it and at this stage am aiming to have the first build ready for testing sometime early this year.  So full release of the first chapter will likely be not long after that ...buuut it all takes time.  At the end of the day I want to give you guys something that's complete and, most importantly - fun to play!   











Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 05 February 2018, 14:15:42
Nice going, Prosoro! The Mod seems promising. O0

Sincere good luck on your future endeavours.
Title: Re: Hamunaptra Mod - Development
Post by: Malgardian on 05 February 2018, 22:32:30
Nice! Cool idea to give an overview about your progress so far, good luck and much success!
Title: Re: Hamunaptra Mod - Development
Post by: Typhon on 05 February 2018, 23:15:16
Factions? Now I'm really interested!
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 06 February 2018, 04:51:44

Thanks guys! Appreciate the support  8)

Onto the first dev update, had one of those elusive but immensely satisfying modding victories last night; finally managed to get containers (ie: Sarcophagi and Chests) to summon monsters! New traps yes! Very happy and the possibilities haha this is gonna be fun making all kinds of surprises for you guys to raise your shield at  ;D

I know this has been done before in Legion of Champions, but I figured it out and think Bumbleguppy would be proud heha.

See below for results! "...the occupants of the campsite wondered with alarm why a random sarcophagus just appeared out of thin air! So they opened it of course"

(https://i.imgur.com/E4zSIAX.gif)
Title: Re: Hamunaptra Mod - Development
Post by: Bumbleguppy on 07 February 2018, 21:03:19
Bless you my son, I got a little misty. :')

Good job with the spawn effect, that's tricky if it isn't already baked in.

EDIT: Okay, here's an idea. The chest skill spawns an invisible monster/hidden from combat,. It has SIX summon skills (cloned duplicates) that spawn increasing amounts of scarabs...like 3 then the cloned skill is set to four etc. In the skill config the first is set to the initial skill, then the rest have a 0.5 second delay (or will it have to increment? like 0.5, 0.8 etc.). I will have to fool around with this idea, but having summons POUR out instead of burst out might be feasible...and fun :D

You'd have to set the invisible monster to die after like 30 seconds or when it's done summoning...otherwise it would do the skill again if the player reloads the area.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 08 February 2018, 08:13:48
Good job with the spawn effect, that's tricky if it isn't already baked in.

Hey thanks BG!  :D I also reduced the scale of them so they're a bit smaller than the standard Bone Scarabs.

Okay, here's an idea... ...having summons POUR out instead of burst out might be feasible...and fun

Such a kool sounding idea indeed! I like your thinking  ;) aaand if I can pull it off it will be very in-keeping with 'The Mummy' theme - and also just really awesome to have ingame ^^,

Regarding the skill spawns, I'd guess yeah it would need to increase each 'round'? otherwise the invisible monster might decide to summon 3>5>4 instead of 3>4>5>6 etc.  As you say though, will have to play round with it to see what works

Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 13 February 2018, 16:35:05
Loved the teaser :) Looks really promising... Keep up the good work!
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 18 February 2018, 12:30:57
...Keep up the good work!

Will do Nargil  ;D Thanks!

Here's a few screenshots showcasing some tombs and dungeon areas you'll be exploring!
You might notice that some have darker lighting, this is because as you descend further into lower levels the dungeons get progressively darker and more gloomy  ;)

Tomb of Bones01

(https://i.imgur.com/ww6Pl2d.jpg?1)
Sewers
(https://i.imgur.com/rBKOuVN.jpg)
Tomb of Bones02
(https://i.imgur.com/F5GopYz.jpg?1)
Reliquary
(https://i.imgur.com/tBq2UBw.jpg?1)
Pyramid Chamber
(https://i.imgur.com/8IV8Orb.jpg?1)

Also, a request from me to you guys on the forums; I'm working on creating different encounters for dungeons and wanted to ask > do you have any ideas or suggestions?? E.g: "After exploring the tunnels of a tomb you enter a large chamber, perhaps with some kind of set piece in the center such a pool of blood or a lone sarcophagus.  What happens next..."




 
Title: Re: Hamunaptra Mod - Development
Post by: sauruz on 18 February 2018, 13:58:28
looking good so far !

it must be really fun exploring a dungeon with almost no light radius :D
Title: Re: Hamunaptra Mod - Development
Post by: Typhon on 18 February 2018, 18:28:49
This and Deities mod, woo! Can't wait
Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 20 February 2018, 15:07:13
...do you have any ideas or suggestions?? E.g: "After exploring the tunnels of a tomb you enter a large chamber, perhaps with some kind of set piece in the center such a pool of blood or a lone sarcophagus.  What happens next..."

I might. ^^:

You open the lone Sarcophagus and inside, much to your amazement, you find a rusty Genie Lamp! ^^

You're absolutely mesmerized by the trinket and, before you realize, you hold it in your hands. Dismayed by the dirt clogging it, you start rubbing the Lamp to make it shine brighter, then a Genie rises before you!

"Free me from this Dungeon and I shall grant you 1 out of 3 wishes" , the Genie said,

...You agree, then a hidden door materializes behind the Genie. So you clear the nasty Dungeon, kill the Boss, then come back to the Genie who offers you 1 out of 3 choices:

1- a super duper (overpowered) weapon,
2- an exclusive access to a very secret area, like Secret/Primrose Passage (good to farm items),
3- a unique Summon (tied to an item maybe),

They're already Djinni in Titan Quest. But they're female. Redesigning them to make them male could take some work. (if you have the will and the time, if not they're luckily already in-game). On a sidenote I also liked the design of the Genie in Torchlight 2:

(https://vignette.wikia.nocookie.net/torchlight/images/3/3f/Fazeer_Shah.jpg/revision/latest?cb=20121012072140)
(Err! Maybe I got carried away a tiny bit. ^^)

Note: Glad to see your mod featured on Kotaku (https://www.kotaku.com.au/2018/02/heres-titan-quest-with-a-side-of-the-1999-mummy-film/). No pressure. ;D
Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 21 February 2018, 14:10:16
Now that I think of it: I'm not even sure if the "Quest Editor" in the Anniversary Edition allows "text-based" choices.

If not, 1 wish granted automatically -instead of a choice between 3- should work, I guess. ;D
Title: Re: Hamunaptra Mod - Development
Post by: Bumbleguppy on 21 February 2018, 17:34:46
Yeah, the game was not made to have choices at the basic foundation. Shame, because it's fun.

I wonder if you could use the Quest Editor to spawn three objects, for example like the gem pedestals outside Hades Treasury.

As soon as the player interacts with one, simply remove the other two with the Quest.

Does that make sense?

When talking to genie->
   Spawn three choice objects (make sure they have some tool tip or other identifying text)
When interacting with Object 1 ->
  Grant Wish 1
  Remove Object 2
  Remove Object 3
When interacting with Object 2->
  Grant Wish 2
  Remove Object 1
  Remove Object 3

Etc.
Title: Re: Hamunaptra Mod - Development
Post by: Tauceti on 21 February 2018, 21:12:04
A new adventure in egyptian map ? Great  ;) Good luck for your project Prosoro.

There is also another trigger like pedestals: when you cross the gates to fight Hades or Surtr, the gate is closing. I know nothing in modding, maybe the trigger value can be read  ?

Quote
Also, a request from me to you guys on the forums; I'm working on creating different encounters for dungeons and wanted to ask > do you have any ideas or suggestions?? E.g: "After exploring the tunnels of a tomb you enter a large chamber, perhaps with some kind of set piece in the center such a pool of blood or a lone sarcophagus.  What happens next..."

In addition to CrocMagnum and Bumbleguppy: one can imagine another chamber surrounded by open gates and a drawing on the pediment like in king's valley, e.g. 3 gates with either a sword, a staff or a bow. Or drawings less obvious, only clues. The chamber is accessible by the 3 gates, and all the gates are closing when you go in the chamber through one gate. In the example, a fight encounter with melee, magical or ranged boss, and finally a corresponding drop item.



Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 23 February 2018, 15:22:24
Yeah, the game was not made to have choices at the basic foundation. Shame, because it's fun.

I wonder if you could use the Quest Editor to spawn three objects, for example like the gem pedestals outside Hades Treasury.

As soon as the player interacts with one, simply remove the other two with the Quest.

Does that make sense?

When talking to genie->
   Spawn three choice objects (make sure they have some tool tip or other identifying text)
When interacting with Object 1 ->
  Grant Wish 1
  Remove Object 2
  Remove Object 3
When interacting with Object 2->
  Grant Wish 2
  Remove Object 1
  Remove Object 3

Etc.

A new adventure in egyptian map ? Great  ;) Good luck for your project Prosoro.

There is also another trigger like pedestals: when you cross the gates to fight Hades or Surtr, the gate is closing. I know nothing in modding, maybe the trigger value can be read  ?
...
In addition to CrocMagnum and Bumbleguppy: one can imagine another chamber surrounded by open gates and a drawing on the pediment like in king's valley, e.g. 3 gates with either a sword, a staff or a bow. Or drawings less obvious, only clues. The chamber is accessible by the 3 gates, and all the gates are closing when you go in the chamber through one gate. In the example, a fight encounter with melee, magical or ranged boss, and finally a corresponding drop item.

Haha! What a devious way to achieve things! ^^

I'm happy to see modders and gamers still have it! ;D
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 01 March 2018, 05:55:46
A new adventure in egyptian map ? Great  ;) Good luck for your project Prosoro.

Hey Tauceti  ;) Thanks for the encouragement!

@CrocMagnum @Bumbleguppy

Apologies for my lack of activity on here lately, just the usual work/real life stuff getting in the way of things >.> BUT! great suggestions  :D gotta get onto these and see what I can achieve
Title: Re: Hamunaptra Mod - Development
Post by: mvlad954 on 02 March 2018, 11:10:48
Regarding that thing with choices,Bumbleguppy may be right.However,in the Steam Workshop there is a mod called:[PvP Map]Swamp Realm.The mod uses assets from Grim Dawn.So I was thinking that maybe its possible to extract scripted choices.I dont know.Im just saying......
Title: Re: Hamunaptra Mod - Development
Post by: mvlad954 on 02 March 2018, 18:59:22
Nevermind actually!I dont even think thats possible. :-\
Title: Re: Hamunaptra Mod - Development
Post by: MedeaFleecestealer on 03 March 2018, 09:57:44
Not up on modding, but I suspect not mvlad954.  Although Grim Dawn was made using the old TQ engine so much work has been done on it by the GD devs iover the years t's pretty much a new engine.  Not sure it would be possible to match anything from it up to TQAE.  Guess it depends how much, if any, work Nordic did with the engine themselves, but if they did again it's going to be different to what the GD devs have done.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 06 March 2018, 11:50:24

So have added yet another dungeon to the list  ..even though I shouldn't be world building but focusing on other stuff!  ;D

This time though I've been using the Terrain region to make it instead of the Dungeon Grid tool.  This is how all of Grim Dawn's dungeons are made I believe.  Man, already there seems to be much more flexibility this way but waaay more work involved. 

Anyway, what caused me to try this out is after recently playing D2 and reaching the Canyon of the Magi (for the first time), I wanted to create a dungeon that looked like the tombs in D2 actII.  It's what I've started referring to as the 'Lut Gholein Style'.

This is a taste of where I'm at so far..
(https://i.imgur.com/za6ns6s.jpg)

But I'm just not sure about the lighting at the moment, what's your thoughts? I'm trying to find a balance between having good darkness and shadow while maintaining the lighter palette of the D2 tombs..if that makes sense?? It's difficult.  Check out this comparison;
(https://i.imgur.com/BxGdU3l.jpg)

Obviously I've also tried to match the stonework etc as best I can too  8)

And finally, here's a shot of the first iteration of lighting I did lol very dark but man it was actually really kool and creepy going through the halls; before I knew it I'd run along straight into a group of undead as my player light-source was what I mainly had to rely on to see ahead.  Keeps you on your toes.
(https://i.imgur.com/V8YHuMw.jpg)









Title: Re: Hamunaptra Mod - Development
Post by: Cygi on 06 March 2018, 13:35:27
Especially the last one screen is amazing.

The more dark, the better.
Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 06 March 2018, 13:41:44
Quote
But I'm just not sure about the lighting at the moment, what's your thoughts? I'm trying to find a balance between having good darkness and shadow while maintaining the lighter palette of the D2 tombs..if that makes sense?? It's difficult.  Check out this comparison;
(https://i.imgur.com/BxGdU3l.jpg)

It's perfect imo, not too dark and really gives the spooky feeling. One of the things that will make your mod unique.
I think first picture looks more natural than second.
Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 06 March 2018, 14:42:40
...Anyway, what caused me to try this out is after recently playing D2 and reaching the Canyon of the Magi (for the first time), I wanted to create a dungeon that looked like the tombs in D2 actII.  It's what I've started referring to as the 'Lut Gholein Style'...But I'm just not sure about the lighting at the moment, what's your thoughts?

So Lut Gholein is growing on you hey! ;D

I feel Act II of Diablo II is really the cream of the crop as far as atmosphere goes. Now that you’ve reached the Canyon you know what was really going on under the Palace: The Arcane Sanctuary is incredible. For its time the level design of that dungeon was a true achievement.

Act II is far from perfect though, I still have Nightmares (pun intended) of the Maggot Lair and the Act Boss.

Anyways about your screenshots you can’t please everybody. Some folks like dark dungeons and other prefer more lighting. Personally I feel screenshots 2 and 3 are super diablo-ish. ^^
Title: Re: Hamunaptra Mod - Development
Post by: botebote77 on 06 March 2018, 14:57:24
Egyptian tombs are supposed to be dark so i think it's just right.. also shoutout to diablo 2.. the classic that made aRPGs popular.. if not for that game there may never have been TQ.. my fingers were quick back then.. they're really slow now and I'm also sometimes pressing the wrong buttons.. sigh I'm getting old

also, this should be compatible with xmax right?
Title: Re: Hamunaptra Mod - Development
Post by: Tauceti on 06 March 2018, 15:12:37
Remember that some items in inventory were able to increase the light radius, the kind of items especially wanted by all D2 ranged classes.
Title: Re: Hamunaptra Mod - Development
Post by: Bumbleguppy on 06 March 2018, 17:52:36
Weapons and armor can have particle effects attached to the mesh itself. You know the ones with sparks or a torch with a flame effect.

Particle effects can have a light source, the color/intensity and radius  can be set to anything. 

It wouldn't be too much trouble to have skills or equipment to create a light source for the player.
Title: Re: Hamunaptra Mod - Development
Post by: mvlad954 on 06 March 2018, 18:14:25
Looks awesome!I always loved how Diablo 2 dungeons had that mysterious dark atmosphere.It made adventuring more exciting.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 07 March 2018, 08:17:29

Awesome feedback guys, thanks!

Seems like there's votes for both sides in terms of "balance is the sweet spot!" and "the darkness needs to be more dark!".  As you say though CrocMagnum, there's always different preferences and can't please everyone.  Of course we know this all too well, but yeah I think ill stick with the lighter-ish, more natural looking lighting for the moment.  Best of both worlds is that as you go deeper it gets darker...   ;)

And yeah! loving Act II in Diablo atm - the Arcane Sanctuary was truly unique.  Not sure if any of you are following the Reign of Terror mod by Ram over on the GD forums but his work is exceptional and am really looking forward to seeing his version of Lut Gholein.

@Bumbleguppy and Tauceti
Kool ideas with the light radius  8) Man I need to pick your brain BG about some of this stuff aye




Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 05 May 2018, 15:28:31

Alright alright, back in action xD

Almost finished off the overworld and tombs for the 'D2' inspired area.  Pretty satisfied with how it's all turned out - my new favourite area! Man I'm always surprised by how flexible and user friendly the TQ world editor is, it's awesome   ..only wish this extended to the Quest Editor. 

Here's an editor shot of the Ancient City:

(https://i.imgur.com/XbT4qGs.jpg)

Ancient City Screenshots:
01
(https://i.imgur.com/hRHwNUK.jpg)

02
(https://i.imgur.com/R1AMsp8.jpg)

03
(https://i.imgur.com/dODgsF4.png)


aaaand a familiar tomb entrance....

(https://i.imgur.com/6sVg7CX.gif)


Title: Re: Hamunaptra Mod - Development
Post by: Cygi on 05 May 2018, 19:25:43
Hype, hype, hype.
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 07 May 2018, 10:58:17
Posted an update about the new area over on the website too  8) www.hamunaptramod.com

Definitely have the Forsaken Wastes in mind for a solid farming area, especially for gearing up before entering the 2nd chapter.  It'll be one of two places I'm working on that will be of a higher level than the rest of the initial content in the 1st chapter.  Of course, bosses will be throughout the other regions and worth running for certain MI's etc, but it's always good to have high level areas.  This leads to my next train of thought; Legendary items. 

By the time you unlock the western gate in Memphis leading out to the Wastes, you should be nearing late 20s to early level 30s, so am thinking that after having cleared this area as a kind of chapter one 'end game' you'll be gaining more levels and wanting to see some purple shinyness haha.  This also ties into my intention of being able to obtain all tiers of loot due to the mod not having the traditional difficulty progression.  So the difficulty in these areas will be high and rewards high too, particularly in places like the Tombs of the Lost.

Let me know your thoughts  ;D



Title: Re: Hamunaptra Mod - Development
Post by: CrocMagnum on 07 May 2018, 15:37:41
...This also ties into my intention of being able to obtain all tiers of loot due to the mod not having the traditional difficulty progression.  So the difficulty in these areas will be high and rewards high too, particularly in places like the Tombs of the Lost.

Let me know your thoughts  ;D

Well! Your decision to confine the campaign to one difficulty could work. It would make Hamunaptra a shorter but tighter experience.

I can imagine the later parts of the game being totally frantic and heart-pounding. I like the idea. ^^

Also judging from you latest trailer I see that you've succesfully mimicked the tombs of Act 2 Diablo II. Ha! This is no small feat. This totally reminds me the desert "Dry Hills" in Diablo II.

Keep it up, Prosoro. 8)
Title: Re: Hamunaptra Mod - Development
Post by: Tauceti on 07 May 2018, 23:37:15
Quote
aaaand a familiar tomb entrance....
You got it   ;)

About gear, maybe a set or two dedicated to a fallen heroe in this area (like the Tal Rasha set in D2).
Title: Re: Hamunaptra Mod - Development
Post by: nargil66 on 14 May 2018, 21:45:40

Here's an editor shot of the Ancient City:

(https://i.imgur.com/XbT4qGs.jpg)

I dont know if you based it on some real map or made it by imagination, but it looks authentic... Nice work, Prosoro!

(https://i.imgur.com/bgYwnH5.png)
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 14 May 2018, 23:51:12

I dont know if you based it on some real map or made it by imagination, but it looks authentic... Nice work, Prosoro!

(https://i.imgur.com/bgYwnH5.png)

Hahah that Imhotep pic gave me a good laugh Nargil!

Thanks heaps for the positive feedback :J While I did reference screenshots and videos of Diablo's Act II, this was for inspiration and what you see is indeed my own creation :D I've actually since added more to the Ancient City last night to make it feel more 'complete'.  I'll upload another editor screenshot of it tonight.

@CrocMagnum You summed up my thoughts on difficulty progression exactly Croc, hopefully with a lot of playtesting and tweaking I'll be able to achieve this.  Appreciate your confidence for sir! And yeah, I worked hard on the tombs to try achieve the closest look while also keeping it unique :D

@Tauceti Nice idea! Perhaps have the set within a secret coffin somewhere...
Title: Re: Hamunaptra Mod - Development
Post by: Prosoro on 15 May 2018, 13:53:39
Updated city shot as promised  :P ..still more to add to it though

(https://i.imgur.com/dYmfZCL.png)