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About Grine

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  1. We are 100% using unreal engine. The free assets (textures, meshes, animations, etc) provided by Unreal are not that impressive. A lot of things we have to make ourselves or explore other options when necessary. As for the engine's power and features... well I am no UE4 expert and learn as I go but the video below shows you a small preview of what UE4 is capable of. https://www.youtube.com/watch?v=DshYHUvLaDc
  2. Um... no not really :) https://www.youtube.com/watch?v=HtDG-skQ9FM Its still shit tone of work lol but its not like we are working with an updated version of Gamebryo like Bethesda is. I mean I respect ancient technology but sometimes its good to update.
  3. Girls of LoversLab

    Yea Bethesda is doing a bang up job of making sure any mod more complex than a model + texture is an exercise for the most masochistic modders out there. Dear lord dealing with a simple interior cell could not be more annoying.
  4. Offering mesh work.

    Do you have a portfolio of your past works? What do you specialize in? Ever worked with Unreal Engine before?
  5. Its really too early to reveal such information because even if we work on X objective we never know what would happen one month or six months down the road so constantly changing statements would create misinformation. The magic issue was discussed because it was a brainstorming exercise the information you are requesting are insider information that even if you did have would not affect the project in anyway other than create expectations that are either too low or too high. You will know more on the assets and the other stuff when we decide to announce something about them. Personally asking me would not result in anything. Sorry.
  6. The combat in the game will be very similar to Skyrim/Fallout 4. So it is action oriented and the less auto-aim and RNG based combat similar to MMO-RPG systems the better. Ideally the player is the one doing the aiming be it target, self or area. I personally want to do away with game pauses, it stops combat and makes it too easy... 5 health and about to die? Why not pause for 30 minutes and drink 8 potions, 3 cheese rolls and change some equipment while I am at it. removing pauses, adding some roll and dodge mechanic with some competent enemies might re-create some of that Dark Souls fun in the game. Its not fun to kill something in two hits and neither is it fun to make sponges that soak damage for 30 minutes. We will try to strive for a balance. For the magic/gun/melee/etc combat to be fun we have to put something like this menu in the game to quickly select what you need. When you are out of combat and in a safe place you can customize your spells, weaponry and shortcuts to suit the style you want to play. This is where the current discussions regarding magic has been evolving so far. Its to test what kind of system people might like, the idea is because the developer team lacks what major studios have (professional manpower & lots of money). The best way to achieve a "complete product" instead is to make a framework for the magic, provide some resources and let the community follow your footsteps and make hundreds of spells like at Nexus Mods. The easiest method seems to me is to follow skyrim's example, make a few categories, stock effects and sounds... some spells of our own and let the community do the rest. Ideally we can also make a system that these spells can be further customized in both effect, how it is cast and edit the visual/sound effects that already do exist... We are exploring this system with option A and B. This system should help modders/developers and not create a roadblock for them obviously. There are many games that have magic systems and fun spell ideas that we could be inspired by... obviously a 1:1 copy wont work in every situations some are extremely complex and niche games unto their own (we can depend on modders to make that) others are completely different type of game. Witcher 3 Tales Series Fictorum Lichdom
  7. Well when the system is being designed the modder who has to make the tentacle spell looks at the different elements. He or she decides water + shadow = slime tentacle. or Water + earth = mud tentacle or Water = water tentacle.... its really up to them. They then make the sound effects, visual effects and so on and give you those three options to you in the game. Then the modder puts in some vanilla effects, these could be adult oriented which impact arousal, the mind, some debuffs and etc... When the player finds the tentacle rune spell along with the elements they either unlock or discover they can make the different types of tentacles the modder/developer designed through their spell "crafting" system. When crafting the spell they get some options to further customize like a few % for some stats anything more would be too complicated... pretty much what CC suggested. No. Nothing has been decided. Content Consumer's system involves an automatic system. So the player is truly making something from scratch... given our parameters of course. But as I mentioned you will have many duplicate type of spells. The sound effects and visuals would all be generic so fire, electricity, arcane and etc... would all have the same dozen ways of casting them, same sounds, same visual effects. Just like Morrowind where you hear and see the same thing over and over again because anything more visually appealing would require a person to sit down and make specific effects for them. The question becomes one of Quality vs Quantity. So a tentacle attack? With an actual slimy tentacle poping from the ground and doing a certain animation? You certainly wont get such a spell because it is so niche and specific. Whats more such a system would close the door on modders and require them to make their own magic system for anything extra since this system was designed specifically for those specific variables or do a lot of work and add more branches to existing system. Nevermind the great amount of work it requires to make such a system for such a small team. Like I said games that completely center on magic combat don't do this... Ironically there is no magic pill here, everything you see and do takes sweat and blood from someone that has to take time to make them for you. So what do you choose? Lots of spells but most effects are similar, look the same and sound the same (Quantity) vs Smaller pool of spells with specific effects, animations, visuals and sounds (Quality). The Quality option leaves the door open to modders to follow the system and add their own unique spells to a "crafting" system of spells. The Quantity option leaves a big fence before the door that the modder has to jump through to make their own unique spells (Add a new category of spells and their dozens of unique variables OR create a unique magic system for themselves) @xaraaji I hope you understand now.
  8. @TheStranger Glad I was able to finally communicate what I meant! Anyway to follow up what you said. There is nothing stopping us from adding additional cards like "Add poison damage, cast % faster, Critical % chance increase or decrease" and etc... these could be added as additional addons but the fact of the matter is these additions wont impact the over all design of the spell. Someone has to work out the math and system that it takes to make a fire ball. How big or small it is, how does it look, how does sound like, how much damage it does, how much it costs, how it is deployed, does it have a small measure of aimbot or not and so on... You can't automate this. Neither can you create a ground up system that make it possible to assemble all of it. Unless all you want are the few % points with only 10 types of sound effects and visual effects that all start to sound the same eventually. Just look at Lichdom or Fictorum they are games solely focused on magic casting with hundreds of combination and nothing else and they did not develop a system like as complex as option A. We have to work smarter not harder. So we make a system that allows modders to easily integrate new spells or expand old spells while giving the players a semi-spell crafting functionality. When players play the game they think "YEA! I made the spell!" Completely unaware that behind the curtain the spell was already custom made by someone and readied for you... you just had to figure out the combination to unlock it. Maybe add a few stat boosts for the hardcore players that speed up the animations or add extra damage/buff/etc effect to the original spell via multipliers. Anyway this is all my personal suggestions to attempt at a compromise at a simple system to implement but in-game it is more complex than skyrim's grab one of 12 fire type spells from destruction school and add it to your shortcut favorites. In this scenario we have the 12 fire spells that you have to figure out how to craft and sprinkle some stats changes as well as leave the door open so modders or developers can add more fire spells in different shapes and forms to new combinations. IDK why I start typing a small message and it becomes a god damn paragraph. Anyway that's pretty much it.
  9. @xaraaji & @alucrad90 First off cards, elements, runes, magic incantation... all of it are just buzzwords. They mean nothing. You are just combining variables. The more variables you add the more complicated it gets. You then have a system where each variable has certain stats and you combine them to make a spell automatically. This is option A which has all the weaknesses I mentioned earlier. Or you have option B where someone sits down and develops a spell with its unique animation, sound effects, visual effects, game effects, coding and etc... just like Lichdom, skyrim... every game in existence really as well as mods as we can see on nexus. The spell crafting system is simply a medium used to trick the player into thinking they are actually making something. They are not. It was all made for you. You are now just unlocking it. Imagine the following scenario: 1 Rune Spell 10 Elements (Can choose 1 element or combine 2 elements) 8 Incantations (How you cast the spell). For this one Rune there are 440 possible slots for the modder/developer to make unique spells for. Now would this mean we have to create an additional 339 versions of a Fire Ball spell? No absolutely not but we have the option to. Some spells might not just make sense or just be too redundant. Its all up to developer/modder to use the empty variables for something unique that makes sense. So really its the same way modders continue to make unique spells for Skyrim be they adult oriented spells or combat or utility. Currently after they make a spell they put it under the destruction school or restoration school or whatever... In this system all they have to do is anchor the spell to a possible combination that would make sense for their spell. They would leave other possible combinations open for any future update to their spell either by them or another person. Using your tentacle spell as an example you can make one poison slime tentacle and put it in a combination that makes sense to you. The next person does fire tentacle, earth tentacle, shadow tentacle and fill out the different combinations you left out the first time. Think of it like the graph below: I hope you understand what I mean now.
  10. I think your system has too many steps which opens too many variables for each one. This means more content to be planned for each step as each step and its variables to the effect you are looking for. Its easy to deploy this for one idea. Its harder to do it for hundreds, its much easier to merge these steps into something fewer but bigger steps. I think my Spell Casting or Incantation covers Target > Target Type > Trigger. Why make all of these components variable when you can have a single Incantation that can replace them. Some combinations just don't work so why torture yourself jumping through 3 different steps and their respective multiple variables when you can customize things exactly as you want them. Incantation 1 through 12 (example) for every possible fitting result for a tentacle monster trap. using your example the spell itself could be "Alteration: Tentacle" Spell. Add one or two types of elements as possible choices. Lets imagine there are two enabled elements when you make this spell. Lets also imagine 6 kinds of incantation options available from game vanilla. Choose Tentacle + Water + Incantation= 6 total different spells. Different in how the spell is cast, deployed and its effect. Choose Tentacle + Shadow + Incantation= 6 total different spells. A total of 12 different spells involving tentacles. Whatever their effect, how they look and how they are cast. You could argue the shadow tentacles poison the victim and the Water the arousal. Whatever suits your need. And as explained before perhaps we should also allow the combination of two elements so Water + Shadow = Slime for the tentacle spell. And Slime has another 6 incantation options... which now means we have 18 options. However this will require the modder to sit down and make the two element options available and the 6 different types of incantations themselves for each element. I doubt anyone wants to see fire tentacles but maybe one day someone will mod your mod and add fire tentacles with 6 more incantations totaling the tentacle options to 24 separate and unique spells. The point is you can't make everything automatic and adding more steps gives you the illusion of choice and control when it really doesn't it just makes the process longer. The point isn't the player sitting behind a magic table in the game and developing this tentacle spell from all the choices available. The point is someone has to sit down and mod in all of these different options, variables and components to make this tentacle spell possible... among many other combinations for many different spells. Its easier to design a system for A + B + C than it is to design A + B + C + D + E We can for sure add maybe A + B.1 + B.2 + B.3 + C where each B.1 is your element and B.2 & B.3 give you extra % chances like critical chance or armor piercing. You know; arbitrary stat boosts. The point is which one is easier to deal with from a developer stand point? In theory with enough modders adding more combinations... lack of choice is the one thing we don't need to worry about.
  11. Well we can't proactively predict how much mana points a spell that has not even been created yet will consume. And don't worry there are a hundred different boring things we have to take care of. One thing at a time. :) What we can do is provide a framework. The system that will consume mana for magic. Using my previous example. Add more spells for what you want otherwise use existing vanilla ones. Add more elements for secondary effects (burning, stunning) otherwise use existing vanilla ones. Add more casting types for more unique ways of casting the spell and ultimately its effect otherwise use existing vanilla ones. For example Desctruction Fire Orb Spell With proper Elements and Spell casting could mean. 3 fire balls being shot Or Rain of fire balls on a certain AOE location. Or one giant charged up fire ball aimed at a target and released. Assume the developer team made only 20% of the maximum *all possible solutions and combinations* All of these are possibilities based on what the modder/developer decides how many spells you have. How many elements work with each spell and how many types of casting works with each combo. The other modders and future updates expands your choices further by adding more spells and potential combos. This incentivises and guides the modders to saying "Hey the developers made 3 possible combinations with X Y and Z. I will add the missing 6 and more!"
  12. The one thing that this project has to do well is cooperation with modders and forward thinking. If a system is flexible and easy to manage then it would be more long lasting. You can't depend on independent modders to figure things out from scratch alone. Longterm wise you will have a dozen systems, some broken, some working, compatibility issues and etc... not fun. The fact of the matter is that games take years to develop, require hundreds of employees and millions in funding. Whether the game is a steaming pile of crap or not. Obviously we have none of those, the best we have is a community. Bethesda has used a community by providing them a compelling story-line, resources as well as tools to develop their game further... with a hundred limitations but tools nonetheless. So first things first we have to be realistic of what can be achieved, then what can gradually be built upon it by both the developers and the modders. The best we can do is cover boring stuff, make sure we provide resources, provide a guideline, something workable and handle issues... There will be legal issues, licence issues, distribution issues and a hundred other things be it actual game design or administrative. That's why its important that developers, the modders and the community to communicate honestly and build something together. So yea we will be as mod friendly as possible buts it not magic. There will be limitations that we can't control. Anyway that is enough out of me. :)
  13. We really have two options. A) Make a really big system that adds the possibility of changing many variables to create superbly detailed spells to allow players to make what they want. However there are several issues with this idea. 1) Some players may not want to have a math degree (joke) to figure out all the potential combinations and how to cast them. 2) Some players may not differentiate or care about a few % points here or there... all they care about is bad guy goes boom boom. 3) The more complex the system the more indepth the developers have to be which means manpower that would otherwise have been spent elsewhere... would such a system function properly until it is completed? If ever? 4) Such a complex system forces modders to create their own spell systems should the current system not completely serve them. Just check the skyrim mod pages and how many new spells are added. Will modders follow the current system? Are they capable? Or would they even want to? 5) The more options you have the less individualistic they become... the sound effects, the visual effects, the little dance the character might do to cast the spell. There is a reason the Morrowwind spells were generic magical zap sounds compared to skyrim who had proper flame sound and visual effects for fire vs thunder vs ice. It may seem I am hating on option A but thats not case, these are simply the challenges. What will the end result of such a system be? Well you will have the vanilla spells with generic sounds and visuals, the spell effects are duplicates to some players due to the only differences between a few % here or there. Modder spells will have some that follow this formula or just instant case specific spells as we see on Nexus creating a random jungle of magic system that satisfies none but a few. Option B) is to create a system where spells, effects and type of casting should be somewhat independent to allow everyone an easy access to continiously add to the system and perfect it over time. An idea I had kicking around was just that. I think if I simplified it... it would be something like this: As you can see such a system would allow the modders and developers to start small and continuously improve it without re-doing the system. It allows spell crafting so the player decides what kind of a spell caster they are and design spells exactly as they want them without bothering them too much with math and statistics to design the most optimal type of spell. This also allows progression as some elements of it can be limited until a certain quest or event that makes the character an arch mage vs a regular mage. The weakness though is that this system will always be work in process with some spells feeling more complete than others. It also means there won't be this huge system that juggles stats and specific effects to create completely new spells based on your imagination. You will still rely on the modder or developer to make the spell, unlock the spell making components, add visual effects and sound effects and so on. But as a player you will still have the illusion of control and replay value. I sincerely believe the second option is the most optimal but we are kind of at an impasse on the issue and maybe the community pitching ideas and feedback would allow us to think of a solution or a different answer to deal with the challenges.
  14. Nope. Because both ideas are pretty much wip at this point. For example the second option was purely named and discussed by Content Consumer based on his assumptions on the system rather than an actual system being proposed and evaluated.
  15. Um... I would just like to make a few disclaimers here. Neither the first nor the second systems have been fully developed or even tested in game to be properly judged. These conversations are purely theory at this point. Speaking of points I would like to address some of them. Firstly both options can have a measure of spell crafting. The only question is do you want a procedural system to allow for the system to combine 5 or 6 elements or maybe something more specific and hand crafted one? Because realistically speaking there is a limit to how many things the team can actually push out the door. Secondly the system shown by CC as he mentioned was discarded for several reasons that I wont get into but the primary reason was the system was artificially bloated the way you cast the spell as well how you made them. Some pieces seemed redundant or repetitive for the user experience. Thirdly the second option does not necessarily mean you will only have one spell for healing and one spell for damage. It just means instead of hundreds of offense spells that change a certain % or small effect you would maybe have a dozen options but each one is completely different and designed for a different situation. One final thing to think about when designing a system like this we would have to allow some future planning of how to be inclusive of modders who want to add a new element/attribute as well as modders who only want a spell to cast certain single type of spell for either a specific functionality in their mod or just something different. You can't have the vanilla system completely different than everything that comes after it or create roadblocks be they lore, player experience or user interface. I personally don't find number crunching or spending a dozen minutes to figure out a useful spell at all fun. That sounds like a chore rather than something I would enjoy doing. Nor do I want players who want some element of creativity to feel stifled. There needs to be a balance between the two options.