BM Disease Mechanics - A little parting gift
|
07-29-2009, 07:43 PM,
|
|||
|
|||
BM Disease Mechanics - A little parting gift
Wasn't sure where else to put this, but I just remembered as I was packing my suitcase:
In the new set of Black Marsh books I put into the CS, if you search you will find a volume called "Diseases of the Black Marsh", or something similar to that. It summarises all the work done by the previous team on working out this aspect of the province (disease effects, names, how they progress etc.), and should provide a solid base for you all to work on script effects for them. Have fun!
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
|||
07-29-2009, 07:48 PM,
|
|||
|
|||
Oooh, thanks! This has been temporarily moved to the Guar (it's been 'Guared Away') where it will prove a useful little reference point for when I set up the claim involving disease development.... :yes:
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
|||
07-30-2009, 11:59 AM,
|
|||
|
|||
From the book that Deeza mentions above (my notes are in italics):
This all sounds ever-so-sweet... =)....some of it may be too ambitious as the old team were strong on ideas but short on realising them. However, it should be noted that there is a large range of potions available ready to treat these conditions. Likewise, at the time of writing, no ingredient/flora effects have been defined...
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
|||
07-30-2009, 12:20 PM,
|
|||
|
|||
we want to be careful that catching one of these doesn't ruin the game completely. they should all be cureable (with the exception of Khanaten Flu, but the old team had some other ideas about that, I'll pm you ), but many requiring quests. Once cured it may still be possible to catch them again but a lesser form that can be cured with a basic potion.
x edd
An Old Man is sitting on a Bench eating Soup. He is a fool.
|
|||
07-30-2009, 12:22 PM,
|
|||
|
|||
:check: Noted. I was just editing the part about potential cures in the bit below.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
|||
07-30-2009, 12:35 PM,
|
|||
|
|||
Quote:SHIVER-FEVER - Although rarely fatal, shiver fever produces crippling lifelong disability. Within days of infection victims will begin to shake and spasm uncontrollably, rendering them unable to hold a weapon or even feed themselves. With regular care, however, some victims have been known to live for several years. - This could be a very nice script effect that affects the damage you do with weapons and fists and might involve visible shaking of the PC's limbs, if possible. Ok well Shiver-Fever could be passed on like normal diseases and can be a scripted ability. So while the player has such disease you can use a variable to determine the passing time, say every 2 - 3 days the disease gets worse. What you would do is appluy other abilities to the player that are penalties, so for example: Uncontrollable Spasms - Drops weapon skills down to 0 or there abouts. Same could be done for other effects, the great thing with abilities is that once removed the players stats return to normal. I am unsure how to shake ones limbs but you could apply a screen shader effect, say the damage shader. And as the effects get worse so could this. To cure it you would script a potion or something that removes all added abilties that were used for the disease. The hardest bit I would say is getting the timing right and applying the penalties.
[color="#9ACD32"]How do you Skyrim? Show Us in TES Alliance's [url="http://tesalliance.org/forums/index.php?/forum/112-official-skyrim-contest/"]Salute to Skyrim Contest[/url]![/color]
|
|||
07-30-2009, 12:46 PM,
|
|||
|
|||
Quote:Originally posted by InsanitySorrow Yes, I imagined this would be the tricky part as you don't want to completely screw up the gameplay. Additionally, we would have to predetermine the areas in which contracting the disease is possible. We have mosquitoes now and will have plenty of creatures so we can equip them with a particular disease and put them in the best places to contract it. However, as you say, it would need to gameplay-tested but would it be possible to go back and tweak these details once the disease itself is fully scripted? And do you fancy taking this on as a claim or are your hands full right now? It's not an urgent priority but it would be nice to have ready when we need to use them.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
|||
07-30-2009, 02:01 PM,
|
|||
|
|||
Quote:Originally posted by Ibsen's Ghost Yup balancing is the issue but thats trial and error. Giving the disease to certain creatures is the best way to ensure it only appears in certain areas. It will be possible to tweak the details once scripted, mostly the script will control when the next effects from the disease kick in, I was thinking of using days for this, so say after a day of having it the first effects kick in, after the second day more effects etc. Each effect would be small but as the time passes the player will become more effected by these. Well I am usually busy, got both the signs to finish and the AI [Which I have not started yet], But.....I already have a basic script working for this disease already, so all we need to do is get the details down about the effects and how many days pass before the next effect kicks in and we are good to go.
[color="#9ACD32"]How do you Skyrim? Show Us in TES Alliance's [url="http://tesalliance.org/forums/index.php?/forum/112-official-skyrim-contest/"]Salute to Skyrim Contest[/url]![/color]
|
|||
07-30-2009, 05:40 PM,
|
|||
|
|||
Okay, well focus on what you're doing for the time being and we'll just piece this stuff together gradually. This is where we can base most of the decisions: (I can't get the url to work properly here so just Google 'UESP Oblivion Disease'). I'll certainly be wanting to rename some of these diseases anyway. Some of them don't sound anywhere near as interesting as they should do, this one included. How about renaming it to 'Lumpett's Pleuritic Ague'?
Some useful info can be found here on disease names: http://www.homeoint.org/cazalet/oldnames.htm . Here's the suggested effects: Drain Strength 5pts, Drain Fatigue 5pts, Drain Speed 5pts. This is Stage 1. Stage 2 increases the effects to 10pts each. Stage 3 increases it to 15pts. The time between each stage should be about 2 days. Or do you think 3 would be kinder?
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
|||
07-30-2009, 06:15 PM,
|
|||
|
|||
Quote:Originally posted by Ibsen's Ghost I can rename it with out any problems, the new name sounds better , ok the effects sound good and are in 3 stages which is what I was thinking, so every 2 days would mean the player has to find a cure before 4 days otherwise tey get the harshest penalties for this disease. Sounds good to me
[color="#9ACD32"]How do you Skyrim? Show Us in TES Alliance's [url="http://tesalliance.org/forums/index.php?/forum/112-official-skyrim-contest/"]Salute to Skyrim Contest[/url]![/color]
|
|||
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)