Towns and Settlements |
Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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Actually, we have a number of Betony locations covered already. The
first incarnation of the mod intended to relase it as a teaser (which
we still might do) but in a separate world space from the province. We
actually have that world space still, 2/3 landscaped, some buildings in
place and archived on both my and Gyssar's computers, along with all of
the development files (concept images, ESPs, etc.).
With the new height map, Betony will be integrated and we will be using
a number of the locations already developed for it. Indeed, we actually
have some dungeons, developed quest lines and building interiors that
were completed for the original mod. The files will need checking and
updating since they were done in the original CS, but they should work
just fine.
Mostly what needs to be done with the island is to see the finished
product to scale and then remove the excess stuff. That way we'll save
some time and build on some of the more solid resources we have from
the original mod. We can then take any extras and use them as a basis
for starting development on the mainland.
Once we have the above in place, Betony will get a thread and the
previous development stuff will be posted for a rip-and-tear, just as
we are doing in this thread for the towns and villages. This post has been edited 4 time(s), it was last edited by Braggi: 2008.10.01 14:03.
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2008.10.01 13:58 |
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The Old Ye Bard
Princess
Registration Date: 2006.05.25
Posts: 3,663
Location: Post-Feminism
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RE: Important about Betony |
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quote: |
Originally posted by Braggi
Actually, we have a number of Betony locations covered already. The
first incarnation of the mod intended to relase it as a teaser (which
we still might do) but in a separate world space from the province. We
actually have that world space still, 2/3 landscaped, some buildings in
place and archived on both my and Gyssar's computers, along with all of
the development files (concept images, ESPs, etc.).
With the new height map, Betony will be integrated and we will be using
a number of the locations already developed for it. Indeed, we actually
have some dungeons, developed quest lines and building interiors that
were completed for the original mod. The files will need checking and
updating since they were done in the original CS, but they should work
just fine.
Mostly what needs to be done with the island is to see the finished
product to scale and then remove the excess stuff. That way we'll save
some time and build on some of the more solid resources we have from
the original mod.
Once we have the above in place, Betony will get thread and the
previous development stuff will be posted for a rip-and-tear, just as
we are doing in this thread for the towns and villages. |
I've got some sea-side architecture that would be perfect for Betony
This post has been edited 1 time(s), it was last edited by The Old Ye Bard: 2008.10.01 14:02.
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2008.10.01 14:02 |
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Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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That is good news not just for Betony but for all of High Rock - our
beloved province has more coast line then anywhere else in Tamriel save
Summerset.
TYOB, you cease to amaze me.
__________________
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2008.10.01 14:05 |
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Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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Fair enough.
However, as one of the mod leaders, I do have an objection or two here
which I will voice now. Understand that I fully acknowledge that you
are the artist here and we are at the mercy of your rules if we want to
use your content and assets.
Positive:
To the good, you are very creative, you work quickly and you are very
willing to work with us in terms of what things can look like. We do
appreciate your abilities and would very much like to continue working
with you, do not doubt that!
Negative:
The objection runs as follows: I'd like to think that we are smart and
careful enough not to abuse the art work you create. A great deal of
planning (many weeks and many voice calls via Skype) has gone into this
even before the mod was relaunched, which I suspect is becoming
apparent as you ask questions and see how things are going. Indeed,
that is why the Lore Forums exist and why they are getting the most
effort and attention at the moment. The planning we do here is our
blueprint, designed to remove blocks, and keep things like redundancy
and sameness down to an absolute minimum. We have no intention of
abandoning such planning at any point, especially with it reaping
benefits the way it is now.
Summation:
Like yourself, none of us here want High Rock to become a cardboard
cutout with everything the same. Nor are we willing to put out a
slap-dash mod, which I beleive is one of the things your personal rule
is aimed at preventing. However, we also have to keep in mind that we
have a limited modding talent pool and time restrictions now that TES5
has been announced.
I would also like to point out that compromises will need to be made as
we go along, both to keep the distributed mod's file size down and to
get things done in a reasonably timely manner. If these are not
possible, then we will likely have a break down somewhere along the
line. I think we would all regret that.
May I politely invite you to reply?
__________________
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2008.10.01 22:08 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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I think it's more of a viral marketing thing... but it's a statement of intent to make it fairly soon, nevertheless.
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2008.10.02 00:14 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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That's the attitude we need around here!
Good on you!
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2008.10.02 00:19 |
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Lady Nerevar
Marquise
Registration Date: 2006.01.04
Posts: 1,362
Location: Not in hiding anymore
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I doubt it will be out any time soon, even if they announce it tomorrow
we still have 2 more years after that. besides, giving up modding
because TES5 is coming out is the shittiest reason evah.
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2008.10.02 00:38 |
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Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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Whoah there folks! Nobody said anything about giving up. (Not on my watch, they don't.)
I am simply trying to point out that we have two years less time then we did when the Mod starterd back in 2006 and
that TES5 will be a reality at some point. I'd like to avoid having to
port the mod over to the new engine they have since I won't be able to
play the new game. I refuse flatly to change to Vista for one thing,
having been swapping OSes since 1995 and secondly because I can't
afford the (no doubt) incredible hardware upgrade that will be
required.
Every TES game has pushed the hardware it came out on, which makes for
great games, but it also means that those who can't afford the platform
can't play. In two years time, I will be one of those people, sadly.
Two years will also see our finances tight for another, happier reason
- raising kids. We've planned that one out carefully and two years time
will see us embarking nervously into parenthood. (Yes, I know I'm
starting late at 41.)
So, back on topic, I'm devoting my efforts to getting this mod
happening, right along with the rest of you. No worries there. Just be
aware that if we have to port, I'll be spitting out the dust of those
who are on the fast track. This post has been edited 1 time(s), it was last edited by Braggi: 2008.10.02 01:10.
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2008.10.02 01:09 |
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