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Post by Autobot Sonic on Jan 9, 2015 15:07:56 GMT
Well, now i'm not sure... I mean, i'm not the only one working on this now, so maybe i could put an OTWDF logo instead of the Zealot Tormunds one? What do you guys think? Well except for Jayko and dh, none of use are really contributing. You can keep your logo.
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Post by Deleted on Jan 9, 2015 15:16:29 GMT
Well, now i'm not sure... I mean, i'm not the only one working on this now, so maybe i could put an OTWDF logo instead of the Zealot Tormunds one? What do you guys think? Eh, I'm fine with it being named after you so long as I get a credit, assuming there's a credits sequence, I haven't exactly done much so far. OTWDF is a bit of a mouthful anyway. Zealot Tormunds sounds better.
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Post by Tormundo on Jan 9, 2015 15:17:37 GMT
Well, now i'm not sure... I mean, i'm not the only one working on this now, so maybe i could put an OTWDF logo instead of the Zealot Tormunds one? What do you guys think? Eh, I'm fine with it being named after you so long as I get a credit, assuming there's a credits sequence, I haven't exactly done much so far. OTWDF is a bit of a mouthful anyway. Zealot Tormunds sounds better. Yeah, there is a credits sequence. Okay then, i'll use ZT logo :B
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Post by Tormundo on Jan 10, 2015 1:43:25 GMT
Here... the first... awesome... ACTUAL STORY IMAGE! YAYYYY There are some weird polygons on his face, i'll try to fix that. Like Jayko said, I can't modify polygons or the SKL goes crazy, so I think i'll just retexture people and put bodyparts of other people on them... This guy's an Omid retexture, obviously.
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Post by Deleted on Jan 10, 2015 1:52:58 GMT
Here... the first... awesome... ACTUAL STORY IMAGE! YAYYYY There are some weird polygons on his face, i'll try to fix that. Like Jayko said, I can't modify polygons or the SKL goes crazy, so I think i'll just retexture people and put bodyparts of other people on them... This guy's an Omid retexture, obviously. That guy is fucking gorked.
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Post by Deleted on Jan 10, 2015 1:57:27 GMT
Might wanna retexture his hair too, I guess. Black on top, blonde on the chin. I could help differentiate the textures a little bit more if you want to throw them my way. For other characters I recommend using some of the less well known characters such as Roberto from 400 days - he actually has a model without the blindfold. And if you can find a character who's Wyatt's exact height you could apply his glasses to them instead.
Some of ITF's characters are just straight retextures and no modifications but because I've edited the textures so heavily no one really notices.
That said, there's got to be a way to edit models but re-apply them to the skeleton afterwards. If only we could export as .d3dmesh. Get on it, Random Talking Bush!!
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Post by Tormundo on Jan 10, 2015 2:17:00 GMT
Might wanna retexture his hair too, I guess. Black on top, blonde on the chin. I could help differentiate the textures a little bit more if you want to throw them my way. For other characters I recommend using some of the less well known characters such as Roberto from 400 days - he actually has a model without the blindfold. And if you can find a character who's Wyatt's exact height you could apply his glasses to them instead. Some of ITF's characters are just straight retextures and no modifications but because I've edited the textures so heavily no one really notices. That said, there's got to be a way to edit models but re-apply them to the skeleton afterwards. If only we could export as .d3dmesh. Get on it, Random Talking Bush!! I wanted to, but I couldn't find the upper part of the hair. Now I did xD About the differentiating of the textures, yeah, I would like some help on that, I don't know how to make him (and the other models) look like all new characters instead of bearded Omids. It would be good to have a .d3dmesh exporter. Random Talking Brush, IF YOU'RE READING US, YOU HAVE TO DO IT!
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Post by Deleted on Jan 10, 2015 4:03:51 GMT
Hey, just another suggestion, if you're going to be communicating through text alone, have a background on the dialogue, so no matter what scene, the dialogue is always readable. Also, maybe have the player control the pace. Basically, like RPG dialogue. Okay then, good ideas. Consider the first one done. For controlling the pace, it would be better to, like... press F each time you want to go to the next dialogue, or it would be better to directly put in the options menu a "Text Speed" modifier? Hmm... I'm not sure. I think F to proceed may work better, so that characters can display more emotion, as the text crawls at different speeds (until they hit the limit, that is), and the character's animations can be more varied, and more accurate. If you do go with this, though, you're going to want to try to refrain from super long winded monologues. Unless done right, they can come across real real awkward.
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Post by Deleted on Jan 10, 2015 4:12:06 GMT
I can come on the team as a playtester/general advisor, if you like. Just streamline the revision process.
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Post by Tormundo on Jan 10, 2015 4:26:46 GMT
I can come on the team as a playtester/general advisor, if you like. Just streamline the revision process. Okay, that could help a lot. When EP1 is almost done i'll message you, that way you can check for any kind of errors and bugs so I can fix them. Thanks! -------------------------------- As there are more people working on this than I expected, i made a credits list on the main post, and there I added all the people who are working or/and helping on this project.
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Post by Deleted on Jan 10, 2015 4:29:49 GMT
I can come on the team as a playtester/general advisor, if you like. Just streamline the revision process. Okay, that could help a lot. When EP1 is almost done i'll message you, that way you can check for any kind of errors and bugs so I can fix them. Thanks! -------------------------------- As there are more people working on this than I expected, i made a credits list on the main post, and there I added all the people who are working or/and helping on this project. I think I should check a little earlier than right before it's released. I think I should check before the animations and environments are complete. That way, you won't have to reanimate everything, and create entirely new areas just because I don't like something.
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Post by Tormundo on Jan 10, 2015 4:38:41 GMT
Okay, that could help a lot. When EP1 is almost done i'll message you, that way you can check for any kind of errors and bugs so I can fix them. Thanks! -------------------------------- As there are more people working on this than I expected, i made a credits list on the main post, and there I added all the people who are working or/and helping on this project. I think I should check a little earlier than right before it's released. I think I should check before the animations and environments are complete. That way, you won't have to reanimate everything, and create entirely new areas just because I don't like something. Hmm, yeah, you're right. I'll message you when EP1 is playable but not complete yet, then.
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Post by Deleted on Jan 10, 2015 4:42:54 GMT
Maybe a good way of going about it is to have the locations thought out, and put down a layout, with green floors, orange walls, and red items of interest. Or if the items of interest are preexisting, then just put those in. Then, in the test versions, simply have locations in the bottom left corner, or something.
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Post by thatstoomuchfestivity on Jan 10, 2015 6:41:17 GMT
Eh, I'm fine with it being named after you so long as I get a credit, assuming there's a credits sequence, I haven't exactly done much so far. OTWDF is a bit of a mouthful anyway. Zealot Tormunds sounds better. Yeah, there is a credits sequence. Okay then, i'll use ZT logo :B Here's a grunged up version.
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Post by Teacakes on Jan 10, 2015 8:44:21 GMT
Can I be a play tester too?
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