Database    Profile    PM Inbox    Calendar    Members    ST Team    Forum Search    FAQ    Admin Panel    Portal    Overview

Silgrad.com The Gallery Books & Stories Download the Silgrad Tower mod Chat Broad silgrad.com search Forum Portal Frequently Asked Questions Maps of our Lands
Silgrad Tower: Oblivion » Lore Discussions » Archive » Archived Non-Silgrad » High Rock » Geographic Region Lore » Dungeons - How Many is Enough? » Hello You [Logout]
Last Post | First Unread Post Print Page | Recommend to a Friend | Add Thread to Favorites
Go to the bottom of this page Dungeons - How Many is Enough?
Author
Post « Previous Thread | Next Thread »
Deeza
Editor


Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination

Dungeons - How Many is Enough? Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

This is a general question that I think we should all think about.

Basically, how many ruined castles, caves, mines and so one can we fit into the landscape without making it too crowded?

I'm not saying we should have a strict limit or anything at such an early stage of development, just that we come up with a general plan of how many of each dungeon type we can reasonably hope to include.

What does everyone think about this?
2008.10.15 12:46 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
The Old Ye Bard
Princess


images/avatars/avatar-3264.gif

Registration Date: 2006.05.25
Posts: 3,663
Location: Post-Feminism

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

It's unwise to set a limit right now -we'll focus on that later as we go along, we'll first add the dungeons that are important and that we have Lore on, then focus on fleshing the landscape out with more of them, but it's not a pressing issue. The bigger issue right now is getting the tilesets made, and putting them all together in a resource file :)



2008.10.15 13:12 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List Send a Private Message to The Old Ye Bard View the MSN Profile for The Old Ye Bard
Deeza
Editor


Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

I realise that, but unfortunately for me, I can't model or even texture. Frown

And so at this stage I'm left twiddling my thumbs, collecting lore and trying to figure out which things will be important further down the line... :D
2008.10.15 13:26 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
The Old Ye Bard
Princess


images/avatars/avatar-3264.gif

Registration Date: 2006.05.25
Posts: 3,663
Location: Post-Feminism

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

quote:
Originally posted by Deeza
I realise that, but unfortunately for me, I can't model or even texture. Frown

And so at this stage I'm left twiddling my thumbs, collecting lore and trying to figure out which things will be important further down the line... :D


What you could do is compile a list of Important Dungeons, and place them on a map :) That way it makes it a lot easier later (when Gyssar finishes the Height Map, I'll be making an ingame map of that, I'll then put a grid over that for all the cells in the game, and map the dungeons listed onto it, ready for claiming :) ).

A list also helps me to sort out what models need to be made for Dungeons :) (either by other modders, or as is most likely, be me myself, as most of the modeling work here is falling to me atm).



2008.10.15 13:43 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List Send a Private Message to The Old Ye Bard View the MSN Profile for The Old Ye Bard
Deeza
Editor


Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

Good idea. I'll make a start on that.
2008.10.15 14:03 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Braggi
Seigneur


images/avatars/avatar-1599.jpg

Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

Just wanted to drop in on this one gang.

As far as how many dungeons, we may want to keep in mind the size of the height map as a factor. Once we know, physically (meaning how much area is there in-game) we have to cover, we can then start designating how much to inlcude.

In fact... this whole topic ties into a much broader one that we can look at here - namely: How are we going to start putting everything together on the height map? I like to be fairly organized in how I do things, both personally and in a group.

Unfortunately, I have never put a mod this big together before and have never had a chance to give this sort of thing much thought yet. (The original mod certainly hadn't gotten as far as we have in terms of conceptualization for the province - and we have done it in far less time through a combination of building from the old mixed with much creativity and good team work!) So, the question I have is: what do we start placing first?

If we can put together an idea of how to assemble High Rock from all of the excellent Lore research that everyone has been doing here, we can then get down to quantities of dungeons, cities and so on.


Roughly, I see it this way:

1. Get the HM done and into the CS.

2. Break the map into sections for development, based on the size.


Now, from here, I am at a bit of a loss. I know the following need to be done, but not what order, if indeed there is a "right order" to them in:

- Place the 9 major city locations.

- Place the major towns and villages.

- Add in dungeons.

- Landscaping and unique features.

- Add in quests.

- List and organize the things I've missed here as well.



This also brings up the question of playtesting. I know a bit about this one from experience - we need to do this to ensure that the mod doesn't have all sorts of oddities to it. Indeed, I expect a few with the radiant AI from Oblivion - some of which may be amusing. An example:

When creating the prototype HM this summer past, I didn know about the "COW" command to get to a new worldspace at first. So, I dropped in a door from the Imperial city. I also didn't know to mark the door as "low usage" in the CS to prevent anyone else from using it. Result? An NPC followed me into High Rock once, then just wandered around. Scared the gee-wilikers Eek 2 right out of me when I bumped into him after wandering around the empty map for about an hour of real time.

:lmao:

Getting back to my point, we'll need to do extensive play testing to make certain that quests, factions, architecture, magic items and so on all work right. I think we should be doing multiple tests regularly as we go along - and the more people we have testing and sharing their information, the more bugs we're going to catch and fix while they are still "in the wild" so to speak (i.e. before the mod is released.)



So, I suggest we kick this one around. The mod will benefit from the experiences of all of us. Over to you folks...

Thoughts?

This post has been edited 1 time(s), it was last edited by Braggi: 2008.10.15 21:28.

2008.10.15 21:27 Braggi is offline Send an Email to Braggi Search for Posts by Braggi Add Braggi to your Buddy List Send a Private Message to Braggi
Deeza
Editor


Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

There's a specific reason I brought the dungeons up here, because unlike the cities, we actually already have pretty much most of the resources we will need to make them.

Futhermore, dungeons are quite quick and easy to do (relative to exteriors), and can be done in any order because they are interiors, so we can have many finished (and playtested) dungeons that just need linking up via doors once their corresponding location in the map has been finished.

Similarly, quests can be done at any time in the process, because the scripting can be done before the objects and NPCs it relies upon are placed.
2008.10.19 12:34 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
The Old Ye Bard
Princess


images/avatars/avatar-3264.gif

Registration Date: 2006.05.25
Posts: 3,663
Location: Post-Feminism

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

quote:
Originally posted by Deeza
There's a specific reason I brought the dungeons up here, because unlike the cities, we actually already have pretty much most of the resources we will need to make them.

Futhermore, dungeons are quite quick and easy to do (relative to exteriors), and can be done in any order because they are interiors, so we can have many finished (and playtested) dungeons that just need linking up via doors once their corresponding location in the map has been finished.

Similarly, quests can be done at any time in the process, because the scripting can be done before the objects and NPCs it relies upon are placed.


But, we can't really do them before the exteriors, because we don't know how many we will need -also I would like to have a go at making a differnt type of cave set, and also some other bits and pieces.

Dungeons can be made later, planned now IMO. We can work out the ratios of what dungeons we want in High Rock (for example; 20% caves, 10% mines, 10% ice/glacial caves, 40% abandoned castles, 5% forts, 5% Elven Ruins, 10% crypts), we can gather the lore for important castles, and we can also do concept art for dungeons (either the imporant ones needing new detail models as extensions to pre-existing sets, or for entirely new dungeon sets).

Misc Quests should be done quite later on, to suit everything already made, rather than modders having to look back at quests and modding to their design (which is a lot harder).



2008.10.19 21:40 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List Send a Private Message to The Old Ye Bard View the MSN Profile for The Old Ye Bard
Deeza
Editor


Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

This is exactly the kind of discussion I was hoping to start. :)

Actually, I don't know if you were plucking those numbers out of thin air or not, but they look pretty much spot on to me, in terms of the relative proportions.
2008.10.19 23:14 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
The Old Ye Bard
Princess


images/avatars/avatar-3264.gif

Registration Date: 2006.05.25
Posts: 3,663
Location: Post-Feminism

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

quote:
Originally posted by Deeza
This is exactly the kind of discussion I was hoping to start. :)

Actually, I don't know if you were plucking those numbers out of thin air or not, but they look pretty much spot on to me, in terms of the relative proportions.


Just quickly came up with something, tried to make it somewhat meaningful, though it's not exact and those numbers aren't taking into account special dungeons that don't come under those (e.g. Twilight Temple, Broken Wing Citadel, Crypt of Hearts, etc).



2008.10.19 23:20 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List Send a Private Message to The Old Ye Bard View the MSN Profile for The Old Ye Bard
Tree Structure | Board Structure
Rate Thread: 

very bad very bad 

1

2

3

4

5

6

7

8

9

10
 very good very good

Silgrad Tower: Oblivion » Lore Discussions » Archive » Archived Non-Silgrad » High Rock » Geographic Region Lore » Dungeons - How Many is Enough?