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Re: Gaming Industry Unfair to Werewolves ?

Posted: Mon Nov 09, 2009 6:10 pm
by Morkulv
I remember there being a topic dedicated to making a werewolf-based mod. Maybe if we can get a group of people together we can make our own example. :D It would be cool, but we would need people with skills in the following:

- Programming (very important)
- Modeling
- Leveldesign
- Concept-art (this one is a 'maybe' option)

Re: Gaming Industry Unfair to Werewolves ?

Posted: Tue Nov 10, 2009 7:38 am
by Wselfwulf
Hmm, I have cursory knowledge of the first two. I could program crudely in pascal and .net, was starting to learn prolog, and am pretty fluent in the (mostly useless and specialised) Inform

As for modelling, I got pretty into Maya. But that was, hell, nine years ago, with a licensed version of Maya that was not my own. And I learnt Maya 3, they are up to what, 7 now? Haha, but give the industry time. It will come up as more avenues are explored.

Games that could do with some werewolf moddery would be Team Fortress, Die by the Sword, [prototype], Dark Messiah of Might and Magics multiplayer...yeah, I could see all those as being fun. Has it been done for Oblivion yet?

Re: Gaming Industry Unfair to Werewolves ?

Posted: Tue Nov 10, 2009 10:48 am
by Morkulv
Well thats a start. I can make maps for Source or Goldsource (Half-Life 1 engine). I can even map a bit for Doom 2 (or any of its sourceports). :P So if this hopefully goes anywhere I will be volunteering as mapper.

Re: Gaming Industry Unfair to Werewolves ?

Posted: Thu Nov 12, 2009 4:01 pm
by Aki
I don't understand what you mean by extra work, Aki. You give the various departments their jobs and they'll do it, just like they would any other roster of models and characters. There was this fighter, Bloody Roar, where all of the characters had an animal alternate form. I know what you mean that it is literally extra work, but it's not the kind of thing that would affect this genre specifically. Diablo II, I mentioned earlier, probably involved alot of work creating seperate sprites for each armour item that each class can wear.
As in, "It's more work than a game that doesn't have this mechanic and graphic."

Bloody Roar had it because that was it's focus. It was a game about transforming. Diablo had tons of sprites because tons of s*** was their focus. Both of these games were also of different spectrum that a modern game or a game of different genre:

- Bloody Roar was a fighter. Characters ARE the focus in a fighter, graphics wise. There's nothing but environment and UI for the art department after characters are done.
- Sprites, Diablo style, aren't as labor and time intensive as models with textures, etc.

You have to not only be able to say "A game about werewolves will sell well" but also that "I can justify making my art time make twice as many character models as I would on a game about Space Marines or such" when you're making a game that has more to do that the characters and X number of fighting rings.
Wselfwulf wrote: Has it been done for Oblivion yet?
Yup!

Quite easily too, they just make the werewolf stuff into a auto-equiping (and unremoveable) set of armor/helmet that looks like a werewolf and gave werewolfy bonuses. They were all looking like ones the Pack would approve of, and in a variety of color variations. Very nice.

Re: Gaming Industry Unfair to Werewolves ?

Posted: Fri Nov 13, 2009 2:52 am
by JoshuaMadoc
Bloody Roar also went downhill in character quality since Primal Fury and BR4. Not that the original art direction wasn't anything amazing either, but to make something average/decent be 30 levels below average is near-insulting to someone like me.