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Tuesday, January 18, 2022 - 18:45

Rigth now I´m giving my mod a total overhaul in the way things are done. For example, i split the icons file into dedicated pngs for each item type (armor, runes, potions...) which allow to increase it´s numbers quite easily (instead of having to modify a 1000+ icon png), i didn´t know of this until I accidentally ran into the alchemy ingredients. This in turn broke all the items definitions, which are to be remade using my random item generator. I also simplified the base .txt of items to only a few (light and heavy versions), it was insane to have one for each item, that worked for the handful vainilla Flare uses, not for lots of new items.

I´m also adding quality of life features that i was asked for like a Respec potion, quest markers, revised maps... others like alchemy, item lottery or improving pets will come on 2nd act.

The random item generator is a huge game improvement imo, it allows me to quantify overall stats of players at a given lv, which makes balancing enemies easier (plus some sweet item names like "Hearty shortbow of the miasma"), so now every enemy needs rebalancing. I also want for players to level easier, so instead of ending the first act at overall lv7 it will be higher now, allowing to use points into passive skills.

Lots of changes under the hood, but they will be hardly noticeable to players. I also want to add two new sets of armor before re-releasing Act1.

 

My goals are first to release a polished act1 which i can use as base for all the coming acts, after that to continue the story until it´s end. It migth take me years (2 years passed since i started) but i´ll get there eventually.

 

By the way, you can use any of the new weapons/armors i added, just grab them from my mod folders.

Tuesday, January 11, 2022 - 13:07

Shino1, could you upload a sample in here? That way we could judge if it´s allowed or not, as said before plenty of that content is already around. Did you made it or are you uploading from CC sources?. It would depend on how hardcore or sensitive your depictions are.

Example:

https://opengameart.org/content/tetine-elfe

https://opengameart.org/content/nude-male-skin-for-pfunkeds-base-human-m...

https://opengameart.org/content/alien-girl

 

https://opengameart.org/content/lovecraftian-supernatural-horror-art-by-...

https://opengameart.org/content/knee-splitter

https://opengameart.org/content/3d-dungeon-debris-gibs

https://opengameart.org/content/andreass-darkness

 

Tuesday, January 11, 2022 - 11:27

"The Empyrean campaign, but with a greater diversity in biomes and monsters, more variety in skills and items, dual wielding, higher resolution graphics, and definitely a lot more difficult!"

Could be done, but the quantity of work needed is way too much for anyone to do without getting any money out of it. While i check some of your points in my mod, the higher resolution upgrade would be humongeus work no sane person would want to tackle for free. It would also ruin the Diablo 1/2 charm (not denying a new style could be great).

The engine is also very poorly documented for any new modder setting the difficulty to very hard from the very start. From inserting a new model to setting up a new map is a hell of it´s own with little written info. So it´s not as friendly as you think for artists, it´s the opposite, a coder will get everything faster to work.

That said, it´s a good platform to get a "Diablesque" game started, stable, mature, with a helpful developer and FOSS.

 

This is my mod, you might want to have a look:

https://opengameart.org/forumtopic/heresy-a-flare-mod-first-act-released

Saturday, January 1, 2022 - 07:09

I don´t think you can as the engine is. A few you can acomplish with just a bit of workarounds:

Companions: Remember my pet system and Diablo mercs?, just make some recruiter dude that let´s you hire a merc from a dialogue list. They will dissapear afer dying or closing game, but it´s something. There is an undead mod with human enemies using vanilla armor (or my priests) you can use as mercs.

Equipment for mercs: Unless Dorkster codes npc/enemies equipment it´s impossible. He said he migth do it in the long run though.

Buildable base: I have plans for one, and I will do it like this. One Contractor npc with a list of buildings, every new building is also an npc that will allow you to click for something (or not, just decoration). Enemies can be spawn and insta-converted (doable but didn´t try yet) this way you can spawn into the map watch towers and walls that can kill/be killed by enemies (have a look at my barricades).

Horde attacks: No idea, but remember that Stardew mod? they managed to implement a day/weather system depending on time. That sounds like what you need.

 

 

Thursday, December 30, 2021 - 13:37

Maybe importing into a creature blend? That way you should get all faces needed, just set the frames to 1

Wednesday, December 29, 2021 - 14:25

The 3d base models are somewhere into OGA, you can render those missing angles using them.

Thursday, December 16, 2021 - 06:53

How did you do it? just a path painted over a top layer?

Monday, December 13, 2021 - 05:41

Sorry, i erased them; the base map was still usable so I just removed all extra layers.

Monday, December 13, 2021 - 04:37

You know that if you dont count my new models base Flare barely has 6 enemies? recolors only work to an lesser extent, they can´t substitute for real variety.

Monday, December 13, 2021 - 04:34

You only employ it into the vertical axis so it doesn´t give you any problems; i tried to do an ascending mountain path and it glitched badly. It had 8 layers, i had to erase them all and just use the normal ones.

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