ticky on 20/7/2018 at 21:09
Looks really interesting! Can you tell us a little bit about the project?
Phantom on 21/7/2018 at 03:41
Quote Posted by ticky
Looks really interesting! Can you tell us a little bit about the project?
Sure. Thanks for your interest, ticky. How about a preview with some details? Most of this I've shared before:
The technical: It's as much a total conversion as it is a Thief fan mission. When I started this, I made it a point not to use any stock resources, and the majority of assets I make myself.
The goal was to force myself to learn every aspect of level creation versus dragging and dropping resources. I'm using a lot of David Gurrea textures (I like his style) as well as some similar ones from those free texture sites, I also made a handful. And when I get to point where I need an object, I jump over to anim8or and build it, including brand new weapons and tools. I also make all the AI and arm meshes with sculptris, softimage, and anim8or. I perform the voices, though I plan to recruit some local actor friends for a handful of schemas. And I will perform the ambients and music. SO,
there are no stock resources used in this mission. I must mention I don't intend to script or code anything, NV has done absolute wonders in that department and I utilize several of those custom scripts. I haven't decided if I want to tackle custom motions for this mission yet, that could push it back very far and I want to get this thing finished!
(
https://vimeo.com/251902947)
The setting/style: The end result of all that is I have freedom to create everything I loved from Dark Project and Metal Age in my own art style. So essentially it's a blend of both, and perhaps some Deadly Shadows type stuff too. The
areas are mostly dark with emphasis on torch light or magic light. There are a fair amount of 'electrics', but I've styled them as archaic and crude, not opulent like in the fancy Thief 2 manors where you have a light switch in every room (that still irks me). The setting is a
middle class city area surrounding a former Mechanist cathedral, being converted by the Hammers. I'm not sure where I would place it on The City map, but
there is nothing fancy like a bank or museum. It's mostly waterworks and utilities, along with small residences. There are sewers and abandoned buildings, a jail and a prison, and plenty of city watch.
Inline Image:
https://farm1.staticflickr.com/921/43539036711_1d5283a181_h.jpgThe story/gameplay: I'm going to keep most of that under wraps for now, but the essentials are: • Set a few years after the end of Thief 2. • Play as a member of a secret order, with a new set of tools and weapons. • New gameplay mechanics. • Multiple mission styles in one mission. • Hopefully the first of several missions in a series. • Intersects with Garrett's story.
Inline Image:
https://farm3.staticflickr.com/2864/8752191300_ec1fdd66af_h.jpgFeel free to ask any questions.
Your feedback is what keeps me chugging along!
nicked on 21/7/2018 at 05:54
Sounds great! Any ETA?
Phantom on 21/7/2018 at 11:32
Quote Posted by nicked
Sounds great! Any ETA?
I hope to have it ready for beta testing by the end of the year.
gamophyte on 22/7/2018 at 05:23
Looking forward to it! Phantom, do you have a working title?
Phantom on 22/7/2018 at 13:05
Quote Posted by gamophyte
Looking forward to it! Phantom, do you have a working title?
Yes the series is called Prophet, mission 1 is called Rite of Passage.
ticky on 22/7/2018 at 15:09
Phantom, it looks and sounds really great. can't wait to play it. Despite no stock resources, it feels really thiefy and unique.
gamophyte on 7/8/2018 at 04:55
Having fun working on the stone bridge outside the chateau. I am going to go over and make it more mossy but it's a start. I worry that it's way over poly even though I've been conscience at always picking the bare about of sections on my curves. Now looking at it, there is supposed to be rain relief spouts in the middle. There will be center connections that will put this end on end to the front door.
Edit: Looks like I'm actually doing great on polys. Will make cool spouts then. Will post more stuff like this little updates on the Buried Deed dev post so I don't spam small updates here.
Inline Image:
https://i.imgur.com/30P9yak.png
Purgator on 26/8/2018 at 21:18
Highly inefficient at DromEd I may be, but by cracky I can stuff one object into another object with the best of 'em! This is an attempt at a lootable drawer by the way.
[video=youtube;ozRWwJ7CW5Q]https://www.youtube.com/watch?v=ozRWwJ7CW5Q[/video]