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[MOD] Legend of Zendik - Bloodwych remake

Posted: Fri Jun 27, 2014 11:54 am
by Doridion
Hi guys ^^

Like many modders before me, i'm searching to make a Bloodwych remake. "Oh god, what lack of originality, you'll say ... yeah .... i agree ; but actually, i just want to felt again that feeling in my youth : spend more than 200 hours in drawing f***ing maps to find how chaos tower is working, recruiting the finest team to kill something approaching behind doors or portcullis with disrupt spell, and, most important of all, to feel again the " rah, where am i ?! oh ... surely hidden plate, i turned on myself ... erase pillars and walls, draw them again and RAAAHHH ! blue dragon !! forgot kill them all, mmmmh ... dead ..." :lol: Of course, all of that with new technologies, and most important, try to introduce to my children and other friends with help of LoG and, i hope, yours.

So, actually, with little help of Alan Chapman and his maps, Steam and my memory, most of your mods and awesome scripts, i managed most parts of the mod.

- All of the 42 maps are done except some doors and scripted plates ( yeah, prefering focus on hardest parts of the game )
- Retextured some parts of the legendary Dungeon Master from Germanny ( many many thanks mister ! )
- Scripted the "Healing and resurrect" chambers
- Many of the monsters found them place except beholders, chimera flying heads, summons and at least : Zendik
- Retextured ornement doors to "color" them for different keys
- Founded solution for illusion walls
- Scripted and tested all the four crystals and the two gems

What i've got and have to do :

- jKos framework and Xanathar's grimwidgets for NPC IA and recruiting functions
- alois's shops script for mercants
- Leki's, FrEEsiD's, Neikun's, Pandafox's, and some other modder's monsters to replace Bloodwych monsters

What i have to do :

- Found somebody to help me to create all the base characters models
- Some tips and hits to script NPC IA / shops
- mahric's NPC source files ( partially found on the excellent ORRR2 )
- Found a solution to make all wood doors be lockable again ( i worked on ornament door to include locks on models )
- Implement and script most part of the four spells classes ( yeah, big work )
- Play again to bloodwych and note all the wall messages, shops inventory, alcoves inventory
- Some other things ...

So, as you can read, i've got to work hard, but i think's not for nothing. I seen that most of modders are gone or just wait for LoG 2, but if i can do this giant mod on the first one, i think can doing on the second ;)

If you can help, by advance, all the thanks to you.

PS : I'll edit this post as the work will progress.

Re: [MOD] Legend of Zendik - Bloodwych remake

Posted: Fri Jun 27, 2014 1:14 pm
by Komag
It sounds like you've done a lot of good work already, which is commendable. I say keep at it, work on this project and complete it fully, then you'll have something to be really proud of!

Re: [MOD] Legend of Zendik - Bloodwych remake

Posted: Fri Jun 27, 2014 4:15 pm
by Dhomochevsky
I do a bloodwych remake some months ago, you can found here (8 bits remake, amstrad and spectrum maps).
viewtopic.php?f=14&t=5830

I use different wall sets for every tower and different versions of monsters. I try to do a good job :) (english is not my language, sorry for my mistakes) if you like you can see and tell me your opinion. Soon i put on nexus too because i can't upload on workshop (too much size).
I do little changes from original. For example I change npc traders for allies and you need to solve little puzzles to save him etc.

Luck with your project, i hope you do a good job :D :D

Re: [MOD] Legend of Zendik - Bloodwych remake

Posted: Fri Jun 27, 2014 9:17 pm
by Doridion
Thanks Komag and Dhomochevsky for your support ^^

Dhomochevsky, i downloaded your mod to test it this weekend, and perhaps to learn most things i've forgot. Thanks in advance for your help ;)

However, for the wallset, if you're interested, i modified the Germanny's DM pack, to be as close as possible of the Atari STf version. I think that change the ambiences between towers by wallset isn't a good idea, 'cause some "marks" must remain as it. How Bloodwych ( in my minds of course ) naturaly change atmospheres ? It's by the monster's styles, the puzzles styles, and, of course, the rythm.

I understood why you done it, and i nearly do it in my mod, but only by some FX effects ;) ( particle system to add bloody, stressed or speed ambiencies is most used artifact in video games ) An example of it with the first time the player met the "ghosts" ( sorts of less visible Murlocs after the first resurrection room )
SpoilerShow
Image
For other exemples, i think including some flames or little smoke behind doors for the dragon tower, sound of chains or fights on the serpent's one, some "illusions" on the moon. For the chaos tower .... puzzles are enough brain breaker xD

Actually, i'm working on two "big" problems ....
- Found humanoid models, for the basic characters and some mobs
- Found the mahric's script about his clickable NPC ( for more realism ). Now, his link is broken, and on ORRR2, his script is modified for the main quest ((

PS : Komag, i searched over the forum, but have you heard something about applying ( for exemple ) goromog's animations on skeletons ? ( Yep, if i can do it, i think having a solution by applying IA and skeleton animations on the Leki's Ghoul for the "humans". I'll modify the textures of course )

Re: [MOD] Legend of Zendik - Bloodwych remake

Posted: Fri Jun 27, 2014 9:58 pm
by Dhomochevsky
My mod was a little simple, but at that moment my skills and ideas were lower than now, but i try to do my best. I hope you like it. For example on Moon tower i do fake walls using pressure hidden plates to open and close walls and secret buttons (now i know how i can do illusionary walls) but this give me more possibilities to do little puzzles because original bloodwych don't have.
Maps from 8 and 16 bits are different and this is very good because the mods are different too ;)

If i can help you on something or you have any question about my mod feel free to ask me.

If you complete the mod at end credits probably you see some old friends :D

Re: [MOD] Legend of Zendik - Bloodwych remake

Posted: Fri Jun 27, 2014 11:46 pm
by andyroosta
Good luck with the mod..i remember playing Bloodwych many moons ago..i'll try your mod too Dhomochevsky..good memories. Thanks for making them!

Re: [MOD] Legend of Zendik - Bloodwych remake

Posted: Sat Jun 28, 2014 6:40 am
by Grimfan
I look forward to this mod when it nears completion. With LoG2 just entering alpha we may not get the finalized product until sometime next year (it could be this year of course), so mods that fill the void are always welcome (plus gives people the skills to tackle the new editor head on when we get our hands on it).

Re: [MOD] Legend of Zendik - Bloodwych remake

Posted: Sat Jun 28, 2014 7:35 pm
by Komag
Doridion wrote:PS : Komag, i searched over the forum, but have you heard something about applying ( for exemple ) goromog's animations on skeletons ? ( Yep, if i can do it, i think having a solution by applying IA and skeleton animations on the Leki's Ghoul for the "humans". I'll modify the textures of course )
I don't have any experience with this, so I don't know. But Leki should still be around, or others might know. :)

Re: [MOD] Legend of Zendik - Bloodwych remake

Posted: Sat Jun 28, 2014 8:44 pm
by Doridion
Komag wrote:I don't have any experience with this, so I don't know. But Leki should still be around, or others might know. :)
I'm already running after mahric, Leki and thomson xD Like i said, i realised most parts of my mod alone ( by lots of searchs on the forum and nexus's site ) but i know where are my limits, and actually, i've not enough time to deeply analyse all the scripts, to realise the communication part of the mod.

Dhomochevsky, i've thinking about the communication system of Bloodwych, and in first times, i wanted to make the npc, be "clickable" ; but how do you think about adding a communicate icon on the gui, to launch discussions ? ( Yeah, i asked you because you realised a bloodwych's mod before me, but i'm more to share a project like that, than doing it alone. My goal always stay than giving best pleasure to the players )

Re: [MOD] Legend of Zendik - Bloodwych remake

Posted: Sun Jun 29, 2014 10:02 pm
by Dhomochevsky
but how do you think about adding a communicate icon on the gui, to launch discussions ?
For me it's a good idea, but if you like a "clean" interface a clickable monster are better. If i remember correctly Bloodwych have very few npc traders (4 or 5). Usually this button have no use in the game, only when you found this npc.