Vision talk

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etherflows
Posts: 5
Joined: 22 Feb 2018, 18:49

Re: Vision talk

Post by etherflows » 24 Feb 2018, 19:44

ok, Have joined openmw on Discord.
Should have time to give chore a go 2moro.

CoolthulhuMan
Posts: 1
Joined: 27 Dec 2017, 01:42

Re: Vision talk

Post by CoolthulhuMan » 26 Feb 2018, 03:44

I was thinking if you're going for a more realistic approach, you could have the Eldritch designs more cartoonish for contrast, like Infinity Blade-style weapons or architecture reminiscent of Michael Kirkbride's original daedric ruin concept art.

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DestinedToDie
Posts: 1116
Joined: 29 Jun 2015, 09:08

Re: Vision talk

Post by DestinedToDie » 26 Feb 2018, 08:33

Well... maybe. My initial idea for eldritch folks was for them to be indistinguishable from the normal humans, making it a detective game for the player to discover who is eldritch and who is not. In terms of custom creature models that don't even try to look human anymor, they are out of scope, though we may start work on them once we've finished some kind of core game. The current plan is to do a simple texture switch on NPCs when they show their true eldritch face.

Normal - https://holowriting.files.wordpress.com ... .jpg?w=700
Are you sure you're still human? - https://vignette.wikia.nocookie.net/ber ... 1023130431

In terms of eldritch weapons, my idea is that most fighter weapons would just be normal medieval blades, axes, etc. When it comes to magic weapons, we might experiment with making them look out of this world.

In terms of (eldritch) ruins, I have not put much thought into the conclusion of them. This may be one of those things that is out of the scope in the sense that I have no plans to work on them now or in the perceivable future. That doesn't exclude the possibility that someone like Etherflows may feel like picking them up.

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