Re: Demo game data
Posted: 16 Aug 2012, 21:14
Ok, here's what I need to finish things.
At least 1 custom race with non-Bethesda animations. This means anything using Better Bodies or based on them are off limits as they use the same animations that were created for the original races (animations created by Bethesda). Unless someone has a compelling argument why I should disregard this requirement, it's going to stay.
Several meshes for rocks of similar types.
I need a texture library to work from for ground textures. This is easy, we can just use a texture replacement pack and use the ground textures from that.
I need sounds for all kinds of stuff, like coastal birds, forest sounds, different door sounds (heavy door, light door, etc.). I need miscellaneous materials sounds, called when activating stuff like books or eating ingredients.
I need complete sets of meshes for Town buildings (this can be the TR Necrom set, which Haplo gave me permission to use), and Dungeon buildings (Tarius just said we could use his Aylied meshes, so if they have interiors, exteriors, and doors then we're set).
Here's my most recent plan for the Example Suite:
First, I call it the OpenMW Example Suite, since this is name really gets at what it is for. True, it is a demo, but I think this name suits it a lot better.
I decided not to string a series of unrelated rooms together in order to exhibit all of the available engine abilities. Instead, I have decided to package it as more of a micro-game, so that aside from exhibiting the engine's functionalities, it also is aesthetically pleasing and not a jumble of disorganized feature-display rooms.
The basic plan is going to be a small island with a fishing village built using the Necrom meshes. There will be a dungeon, hopefully using the Aylied meshes, if they work out. Also there will be a crypt, which is already built, and has been the entirety of this project for months now. In addition, there will a few wilderness areas like a pine forest (hopefully using vurts pine trees) and some small fields.
The idea is that through creating a small island with some generic kill and fetch quests, we should be able to find some place to display the functionality of each feature the engine can perform. Graphical features that don't already exist in Morrowind (either originally or through modding) won't be present until we can get someone to make a piece displaying that feature. This included stuff like bump mapping or shaders (after we're done with the basic layout of the small island, we can start asking someone to play around with shaders, scrawl's Shiny system is another feature we need to show off).
So basically, you're a resident of this tiny island village sent off to kill some monster and fetch some pretty object from the dungeon or escort someone from the crypt. Additional quests and dialogue can be implemented until we round out the feature showcase. Once each feature has been showcased at least once, we can consider the OpenMW Example Suite feature complete, and any additions are just gravy.
Here are the tasks that can be given out to individuals:
1. Layout of the island cells with basic topography done
2. Cell by cell exterior work, including forest and fields as well as coastal edge work.
3. Layout of the village, including building exteriors, appropriate ground textures and clutter
4. Layout of the dungeon, including dungeon exteriors, appropriate ground textures and clutter
5. Interior work on the village and dungeon, work on showcasing scrawl's Shiny library can start here too.
6. Work on the NPCs and distributing monsters and animals can begin here.
7. Questing can begin, along with script showcasing.
8. Create list of features not already showcased and decide on an appropriate way to include them into the Example Suite.
These are what I need volunteers for. Who would like to try creating the basic layout of the island? It needs to be large enough for a fishing village in one corner, a forest in another two corners, and filler area with varied wilderness throughout the rest. The first step is creating the height maps and deciding on the basic shape of the island. We can't move forward until this step is done.
If I get any volunteers to do work for steps 1 and 2 I'll start getting the files we already have together and ready for upload (this includes the crypt and the ESM file we're going to build from).
At least 1 custom race with non-Bethesda animations. This means anything using Better Bodies or based on them are off limits as they use the same animations that were created for the original races (animations created by Bethesda). Unless someone has a compelling argument why I should disregard this requirement, it's going to stay.
Several meshes for rocks of similar types.
I need a texture library to work from for ground textures. This is easy, we can just use a texture replacement pack and use the ground textures from that.
I need sounds for all kinds of stuff, like coastal birds, forest sounds, different door sounds (heavy door, light door, etc.). I need miscellaneous materials sounds, called when activating stuff like books or eating ingredients.
I need complete sets of meshes for Town buildings (this can be the TR Necrom set, which Haplo gave me permission to use), and Dungeon buildings (Tarius just said we could use his Aylied meshes, so if they have interiors, exteriors, and doors then we're set).
Here's my most recent plan for the Example Suite:
First, I call it the OpenMW Example Suite, since this is name really gets at what it is for. True, it is a demo, but I think this name suits it a lot better.
I decided not to string a series of unrelated rooms together in order to exhibit all of the available engine abilities. Instead, I have decided to package it as more of a micro-game, so that aside from exhibiting the engine's functionalities, it also is aesthetically pleasing and not a jumble of disorganized feature-display rooms.
The basic plan is going to be a small island with a fishing village built using the Necrom meshes. There will be a dungeon, hopefully using the Aylied meshes, if they work out. Also there will be a crypt, which is already built, and has been the entirety of this project for months now. In addition, there will a few wilderness areas like a pine forest (hopefully using vurts pine trees) and some small fields.
The idea is that through creating a small island with some generic kill and fetch quests, we should be able to find some place to display the functionality of each feature the engine can perform. Graphical features that don't already exist in Morrowind (either originally or through modding) won't be present until we can get someone to make a piece displaying that feature. This included stuff like bump mapping or shaders (after we're done with the basic layout of the small island, we can start asking someone to play around with shaders, scrawl's Shiny system is another feature we need to show off).
So basically, you're a resident of this tiny island village sent off to kill some monster and fetch some pretty object from the dungeon or escort someone from the crypt. Additional quests and dialogue can be implemented until we round out the feature showcase. Once each feature has been showcased at least once, we can consider the OpenMW Example Suite feature complete, and any additions are just gravy.
Here are the tasks that can be given out to individuals:
1. Layout of the island cells with basic topography done
2. Cell by cell exterior work, including forest and fields as well as coastal edge work.
3. Layout of the village, including building exteriors, appropriate ground textures and clutter
4. Layout of the dungeon, including dungeon exteriors, appropriate ground textures and clutter
5. Interior work on the village and dungeon, work on showcasing scrawl's Shiny library can start here too.
6. Work on the NPCs and distributing monsters and animals can begin here.
7. Questing can begin, along with script showcasing.
8. Create list of features not already showcased and decide on an appropriate way to include them into the Example Suite.
These are what I need volunteers for. Who would like to try creating the basic layout of the island? It needs to be large enough for a fishing village in one corner, a forest in another two corners, and filler area with varied wilderness throughout the rest. The first step is creating the height maps and deciding on the basic shape of the island. We can't move forward until this step is done.
If I get any volunteers to do work for steps 1 and 2 I'll start getting the files we already have together and ready for upload (this includes the crypt and the ESM file we're going to build from).