Next up...holy water arrows. - by New Horizon
New Horizon on 15/9/2005 at 04:37
Never liked throwing the vials of holy water in T3, so I'm working on bringing back the holy water arrow.
I think I can do this by creating a flag that is set true when the holy water vial is used and then applying the "holywater" stim to the water arrow for a period of time...hopefully I can create a script that will only apply the stim for maybe 10 seconds. I can't remember how long it was in the originals at the moment.
...actually....there is likely a more straight forward approach that I'm just not seeing right now. It's 2am. Best I get some sleep.
SubJeff on 15/9/2005 at 09:06
Actually that only thing I didn't like in T1 and 2 was the way holy water arrows "ran out". The Inverted Manse's version was far superior. Limit the number the player can carry and you're set.
Macsen on 15/9/2005 at 12:39
How about holy custard pies?
New Horizon on 15/9/2005 at 13:24
Quote Posted by Subjective Effect
Actually that only thing I didn't like in T1 and 2 was the way holy water arrows "ran out". The Inverted Manse's version was far superior. Limit the number the player can carry and you're set.
Aiming for continuity with the core game, so I'll likely make them run out if I can. If I can't though, it will be up to the FM author to limit them. I'll be aiming to have a holy water fountain, like the originals as well.
New Horizon on 15/9/2005 at 15:27
Hmm, rather than apply the stimulus to the water arrow, I wonder if it would just be as easy to create a completely new HolyWaterArrow and then do an inventory switch when the flask is used from inventory. Then when you select the water arrow, it will be the holy water arrow for a period of time. Not sure how to make that time out yet but it may work. This would also be good for FM authors who want to include a straight holy water arrow later on that is separate from the water arrow.
SubJeff on 15/9/2005 at 16:29
I dunno man. It's one thing wanting to alter something that is lame back to the original, but quite another to alter something back to the orginal just because it was like that in the original and never mind if it's rubbish or not.
Take the light gem and the compass. The combined version in T3 is superior. Take lock picking - superior by a mile in T3. Why convert them back? I suppose that if you can make a rope arrow that we can swing on you'd take that functionality away and make it rigid just to be like the original would you?
See the light. T1 and 2 were great but they are not the zenith of game design.
ProjectX on 15/9/2005 at 17:12
He has a very good point, one that I try to stress on all remake threads, e.g. some people on Unreal Tournament 2004 wanted to remake an Unreal Tournament '99 map, they export the textures and reimport them and they export and reimport the BSP.
Needless to say new textures, some static meshes and even a change of layout would have been a better idea. Sure originals are great, but often they leave much to improve.
OrbWeaver on 15/9/2005 at 17:37
It depends on what the goal of the "remake" is. Some people are aiming to recreate the original exactly, whereas others prefer to take the original as inspiration and build an "improved" version. This is a choice that is best left to level designers by providing a set of tools that can accomplish both.
New Horizon on 15/9/2005 at 18:22
Quote Posted by Subjective Effect
I dunno man. It's one thing wanting to alter something that is lame back to the original, but quite another to alter something back to the orginal
just because it was like that in the original and never mind if it's rubbish or not.
Why is it rubbish? It is much easier to control a blessed water arrow than it is a vial. I would hardly call it lame because of a simple timeout. There's little difference really...with the exception that if you create a separate holy water arrow, you're adding an extra weapon for the player to carry around.
As I said above, I'll likely include both versions [if possible] so that people can do what they want down the road.
Quote:
Take the light gem and the compass. The combined version in T3 is superior. Take lock picking - superior by a mile in T3. Why convert them back? I suppose that if you can make a rope arrow that we can swing on you'd take that functionality away and make it rigid
just to be like the original would you?
See the light. T1 and 2 were great but they are not the zenith of game design.
Whoa, what the heck are you talking about man? I haven't removed the combined light gem and compass...have I? No. I
have attempted to streamline it into something that fits with the original games. I haven't touched lockpicking at all yet, but when I do it will only be so that players will be able to test the door and actually use a key /keyring if they want or select the picks from inventory. Not to mention, the new key system will allow FM authors to make some doors unpickable.
I'm not going to start up this old Classic Thief vs. Thief 3 debate again. I'll put the tools out there and if people hate them, so be it. At least I tried.
For the record, I think what I've been doing is definately an improvement over the T3 that was released. I also really don't think the original handling of Holy water arrows was rubbish.
SubJeff on 15/9/2005 at 18:29
Don't freak out man. I was just giving examples of where T3 is better than T1 and 2, I never said you changed it.
Quote Posted by New Horizon
is much easier to control a blessed water arrow than it is a vial
Quote Posted by Subjective Effect
Actually that only thing I didn't like in T1 and 2 was the way holy water arrows "ran out". The Inverted Manse's version was far superior