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[WIP] Fhizban's Armory (Update Nov 05)

Posted: Sat Oct 27, 2012 6:24 pm
by Fhizban
FHIZBAN's ARMORY is a plug-n-play standard item library
targeted at modders and dungeon designers with the aim to provide
you with a large selection of non-story, non-puzzle related equipment
to spice up your dungeons. It is also planned to be cross-dungeon
compatible, providing enough content for beginner parties as well
as battle hardened veterans. This mod is still work in progress, a
realistic release date is by end of this year.

Right from the start, i tought grimrock needs additional
items and equipment, like found in many other RPGs or MMOs.
I think of it as a positive addition, as it spices up the game and adds
more variety to party building. Even if the difference between items
is only marginal, giving the players more choices is always welcome.

See a "proof of concept" movie here: http://youtu.be/nBjU0u9mBSI


-Fhizban

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FEATURES
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  • No scripting required, all items are available in the editor.
  • With a little scripting you can add scaling random loot drops.
  • Balanced equipment with reasonable power ratings and abilities.
  • Prefixed and categorized names makes searching in the editor easy.
  • Technically tested and gameplay approved.
  • Hundreds of new item icons, for your eyes pleasure.
  • Hundreds of new weapons (ordinary, magical and legendary)
  • Hundreds of new armor parts (ordinary, magical and legendary)
  • Hundreds of new accessories (rings, necklaces etc.)
  • Dozens of new items (potions, scrolls, tools etc.)
PROGRESS LOG
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  • Oct 26 - Added 12 new, non-magical swords
  • Oct 26 - Added 12 new, non-magical maces
  • Oct 27 - Added 12 new, non-magical axes
  • Oct 27 - Added 8 new, non-magical daggers
  • Oct 27 - Added 6 new, non-magical spears
  • Oct 27 - Added 6 new, non-magical staves
  • Oct 28 - Added 12 new, non-magical helmets
  • Oct 29 - Added a spreadsheet to google drive featuring all items so far
  • Oct 29 - Added 16 new, non-magical armor
  • Oct 29 - Added 12 new, non-magical gloves
  • Oct 30 - Added 12 new, non-magical greaves
  • Oct 30 - Added 12 new, non-magical boots
  • Oct 30 - Added 12 new, non-magical shields
  • Oct 30 - Added 8 new, non-magical cloaks
  • Oct 30 - Fixing the TextureAtlas problems and starting to add/edit all icons
  • Nov 01 - Finally fixed the TextureAtlas problems
  • Nov 01 - Added 14 new consumeable food items
  • Nov 01 - Started importing 2d icons from freely available graphics library (temporary placeholders).
  • Nov 01 - Added 12 new, common (magical) helmets
  • Nov 02 - Added rarity categorization of items (foundation for random loot drops later on)
  • Nov 03 - Added 17 new, magic scrolls containing spells (can be used once)
  • Nov 04 - Added 8 new containers of various sizes
  • Nov 04 - Little name change: removed the "imperial" - now its just called Fhizban's Armory
  • Nov 04 - Implemented the first version of the loot table scripts
  • Nov 05 - Added a % drop chance that scales with dungeon level
  • Nov 05 - Added drop rate modifiers for dungeon levels and objects
  • Nov 05 - Added random loot placement for alcoves, altars, breakable objects and special dungeon tiles
  • Nov 05 - Added loot drop tiers that scale with dungeon level and party level
DISCLAIMER
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Some of the art (icons, music, sounds, textures, models) was
taken from old computer games. I don't own these graphics and will
never claim it as my own. This is just a fan project. Please do
not argue copyright, artwork quality or art style with me. Thanks.

Re: [WIP] Fhizban's Imperial Armory

Posted: Sat Oct 27, 2012 9:22 pm
by Wolfrug
This sounds quite wonderful! I think there's plenty of potential for more stuff of this kind to add to Grimrock. Are you planning on new models for them as well (on the ground), not just new icons & stats?

- Wolfrug

Re: [WIP] Fhizban's Imperial Armory

Posted: Sun Oct 28, 2012 1:04 am
by Fhizban
Yeah, i think once we find enough people willing to invest a few hours of work we could create a few more mods like this to provide some kind of "community basis" for develpers.

right now it will be just icons and stats, as i am not capable of creating new item models at all.

but - im open for everything, especially skilled people who like to support ideas like this one!

Re: [WIP] Fhizban's Imperial Armory (Update Oct 29)

Posted: Mon Oct 29, 2012 5:28 pm
by Fhizban
*bump*

Added a progress log to the opening post

Added a link to my google drive spreadsheet, the file contains all items available in the mod so far

You can take a look at it HERE.

Please note that I am still working on balancing stats and descriptions, this is far from being finished.

Ok, besides a nasty problem with the Texture Atlas there won't be any new models in this mod. I just fail at making models, but maybe there will be a solution to this problem later on.

cheers
-Fhiz

Re: [WIP] Fhizban's Imperial Armory (Update Oct 30)

Posted: Tue Oct 30, 2012 10:27 am
by cromcrom
I love this, Fhizban's, lots of nice weapon/armors ideas. Do you mind if sometimes I use your file and items in The Lost Continent ? Maybe I could create a specific recipe system so that players can craft some of your more specific weapons/armors.
I am slowly getting into Blenders, the free 3D stuff. Maybe I could try to create some new items some days, but TLC is really taking me a lot of time... :(
Anyways, thanks a lot for the hard work and sharing.

PS: The community here is very nice, but everybody is busy modding, so you will possibly find quite a lot of "bumps". Its very frustrating, but oh well...

Re: [WIP] Fhizban's Imperial Armory (Update Oct 30)

Posted: Tue Oct 30, 2012 11:13 am
by Wolfrug
This is looking great. I think that once you've finalized it, I will try to include it in Mordor. MORE LOOT FOR EVERYONE. Granted, I also need tons and tons of higher-level creatures to populate the lower levels with...but hey, maybe someone is working on that too? :lol:

-Wolfrug

Re: [WIP] Fhizban's Imperial Armory (Update Oct 30)

Posted: Tue Oct 30, 2012 9:12 pm
by Fhizban
hey guys, thank you for the heads up!

@cromcrom: well, it will take a while until the armory is finished, so you can add it only at a later stage. but, you can use all the data you find in my google docs spreadsheet if you want. also, if you really would like to help - a crafting system would fit nicely to what i am planning with "the armory". Also, model making would really support me. but one after another - give me a few more days (weeks?) until i have the basics ready.

@wolfrug of course it will be available for everyone, once its finished - i will provide a preview version as soon as the base is ready. and yes: we need a monster mod to accompany "the armory" hehe...

thanks for your replies guys, im working on it!

Re: [WIP] Fhizban's Imperial Armory (Update Oct 30)

Posted: Thu Nov 01, 2012 4:22 pm
by Fhizban
Time for another little update. This is to show you that I am actually working on stuff, the screenshots themselves are rather boring.

Please note: the icons i am using are TEMPORARY PLACEHOLDERS, as i do not want to get sued by using icons from big companies like blizzard. the current 2d icons are from freely available graphic collections or from freeware/shareware games. some of the are from the rpgmaker program (wich i own) - they may be re-distributed and i consider them "half-legal".

1. Prefixing assets makes searching for object groups in the editor much easier. you can also narrow your search. sample prefixes are:
  • fiz_ = prefix for all my mods
  • itm_ = prefix to show only items
  • obj_ = prefix to show only dungeon objects
  • wpn_ = prefix to show only weapons (item subcategory)
  • swd_ = prefix to show only sword type weapons
  • dgr_ = prefix to show only dagger type weapons
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2. Just a few sample helmets for you to take a look at. these are 12 out of 148 items currently in the mod. please note that the graphics are TEMPORARY PLACEHOLDERS

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Re: [WIP] Fhizban's Imperial Armory (Update Nov 01)

Posted: Fri Nov 02, 2012 12:50 am
by Neikun
Props for organization!

Re: [WIP] Fhizban's Imperial Armory (Update Nov 01)

Posted: Fri Nov 02, 2012 10:25 pm
by Fhizban
Thanks Neikun

Did not get much done today, there is so much work at the company during winter time that i am glad i survive each day :-)

Did a bit more item categorization, there are no rarity levels displayed in item description. these will play a role in the random loot generator i plan to script later:
  • Very Common - non-magical items, do not feature any special abilities
  • Common - items with weak magical properities (like a +1 here and there)
  • Uncommon - magic items that feature +1 or +2 or a special effect
  • Rare - true magical items, much rarer but much more powerful (power ramps up from here)
  • Ultra-Rare - the right stuff, incredibly powerful, incredibly expensive, incredibly rare
  • Legendary - almost godlike, not included in the loot tables, to be distributed by dungeon masters choice