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Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Tue Jan 01, 2013 3:59 pm
by hyteria
great work ! so lot stuff for dungeons , many thx!

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Mon Jan 07, 2013 4:07 am
by Neikun
SpoilerShow
Image
Laguardian's Light node is sufficiently colored now.
Now just to make a water spell... (And sfx)
*tugs collar* Charting into unknown territory here.

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Mon Jan 07, 2013 4:11 am
by hyteria
very nice monster for sewers !!!

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Mon Jan 07, 2013 8:37 pm
by undeaddemon
Any chance you would be sharing that?
;)

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Tue Jan 08, 2013 1:50 am
by Neikun
When it's finished you can expect it on the nexus with my two other ones,
http://grimrock.nexusmods.com/mods/121/ The Urgardian
http://grimrock.nexusmods.com/mods/103/ The Isgardian

This Laguardian still needs a custom water spell, custom on hit particle, custom move sound effect.

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Tue Jan 08, 2013 5:08 am
by undeaddemon
yeah.. I KNOW about those! :P

- The Isgardian was what I was going to use - but this guy looks even cooled (despite not being ice based)
One of these types is going to "support" the Arcane Ogre "Boss-ish" guy I have.
;)

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Tue Jan 08, 2013 1:17 pm
by Neikun
Glad you like my work. I'm working on the sound effect now.

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Tue Jan 08, 2013 2:19 pm
by Grimwold
Neikun wrote:
SpoilerShow
Image
Laguardian's Light node is sufficiently colored now.
Now just to make a water spell... (And sfx)
*tugs collar* Charting into unknown territory here.
Sorry I' never come up with anything in the spell department... I haven't had the time to be as active on the forums... work has been busy, and family life has become hectic with 2 kids.

I'm not really sure what a water based attack spell would look like... I think that's partly why the designers went with ice for the 'water' element side of things. Maybe a rush of water that works like the ice_shards (though creating graphics for that could be tricky).. or perhaps a water bolt with some sort of dripping particle effect. I'm pretty hopeless with spell graphics, but could probably help with the scripting if you want.

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Tue Jan 08, 2013 2:26 pm
by Neikun
I think I could get by with a modified poison bolt of blob spell.

Frankly the only thing that makes this task daunting is that I've never designed a spell before.
I'm sure to run into trouble when I want to define it as water damage, too.

EDIT: Little update,
SpoilerShow
Image
He looks nice on a green floor.
Sound effect for move is done. I don't know any way to get him an idle sound effect, would love to know how to.
Improved the mist portion of the particle effect, using smoke_01.dds instead of fog.dds

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Tue Jan 08, 2013 2:40 pm
by Grimwold
Neikun wrote:I think I could get by with a modified poison bolt of blob spell.

Frankly the only thing that makes this task daunting is that I've never designed a spell before.
I'm sure to run into trouble when I want to define it as water damage, too.
I think we're restricted to the existing types of damage.. physical, fire, cold, shock, poison.

At least now though, shootProjectile can take a champion ordinal value and hence be used to award XP to the caster... so no more messing around with damageTile() once the spell hits it's target.