Author Topic:  Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG  (Read 2148 times)

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Rev Elevenclaw

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #15 on: March 12, 2016, 10:40:15 PM »
Looks awesome! I too am working on an asylum, since I have insanity scripts. A bit different from yours tho. Kinda repurposing a previous spot built by my wife. Making it an exciting new addition that may occur if 1 goes completely insane. You may just be commited! But it has a cool secret bonus hidden within it for those lucky enough to find the 'good' exit. BTW, I agree about those places being haunting. Especially Shalebridge, I'm talikng nightmares man... Nightmares.
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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #16 on: March 13, 2016, 10:20:53 PM »
These new pics are awesome. The graveyard especially.

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #17 on: March 19, 2016, 10:39:47 AM »
Updated the OP with new HD pictures courtesy of Nazty.
Full album is here http://imgur.com/a/L7DfJ if you want to take a look at the rest.


In other news, I finally decided to make a sanity system. If anyone happens to have any ideas for effects of insanity, Be sure to tell me. There are tons in real life, So I want as many as possible for this world.


Last thing, How would you guys feel about a mechanic where your screen goes dark for ⅓- of a second every 6 seconds or so to simulate blinking?

I'm definitely going to do this for the asylum, But I'm wondering if players would find it annoying to have this always happening. Perhaps I could have a configuration menu to allow players to turn blinking on and off depending on their preferences.

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Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #18 on: March 19, 2016, 10:49:12 AM »
*Almost my favourite angle. I'm very picky about it.

As far as the blinking, you know I'm for it, but not every 6 seconds. I think I normally go about 30 seconds at least from blink to blink. Occasionally blink once or twice very rapidly after a blink.
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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #19 on: March 19, 2016, 10:56:09 AM »
*Almost my favourite angle. I'm very picky about it.

As far as the blinking, you know I'm for it, but not every 6 seconds. I think I normally go about 30 seconds at least from blink to blink. Occasionally blink once or twice very rapidly after a blink.

I was going off of the average blink frequency of a normal human according to wikipedia.

Which states that test subjects blinked, On average, 10 times per minute. Of course I could change the frequency though.

I do think 30 seconds is a bit long. Lol

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Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #20 on: March 30, 2016, 05:51:47 AM »
wow, this really does look great. the builds look very detailed and as if they took along time. do you have a approximate date on when this map will open?
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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #21 on: March 30, 2016, 07:29:38 AM »
wow, this really does look great. the builds look very detailed and as if they took along time. do you have a approximate date on when this map will open?


It cannot be fully opened until after NPC behaviours are added, As the whole idea I am trying to convey here is NPC interaction, And how it effects a fictional fantasy world.

However I may do a soft opening once I get most of the survival scripts, And a decent amount of towns and dungeons done.

Anyone is free to message me and I can show them around though.



It's funny that you say my buildings look super detailed, And like they took a long time. I've actually been purposefully making them really simple so that they do not take time.

Each normal house takes about 5 minutes to outline, 5-10 minutes to put walls on, And maybe 10-15 minutes to put the roof on the way I do it.

The real time sink is the interiors because I go all out on them.

I don't think I've broken 12 hours on the asylum yet.

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Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #22 on: March 30, 2016, 09:47:16 AM »
Cant wait Dryym, i bet this map will be amazing!


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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #23 on: March 30, 2016, 10:03:13 AM »
Cant wait Dryym, i bet this map will be amazing!

In order for it to be amazing, It'll need a lot of work to be done on it. I still need to set up the locations for all of the main factions, I need to finish my survival scripts, I need to add dungeons, Finish the spell system, Etc.

I've set myself up for a lot, And it will only be amazing if i get it all done.

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Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #24 on: June 29, 2016, 10:45:35 AM »

Town overview as of now.

Map Update!

With the confirmation that NPC behaviours will not be making it to 360, I have had to change my plans a bit.

I will be focusing on getting the map more built up, Finishing the survival mechanics, And I will be adding more traditional RPG style questlines.

I intend to get the map to a playable state as soon as I can.

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Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #25 on: July 19, 2016, 01:26:29 PM »


I started work on the entrance to the Demara (Demon) citadel today.
It is bigger than the picture would suggest, Idk why it looks rather small here that.

Anyways, About half of the Demara city will be underground in large chambers.
The rest will be outside.


I'm inching towards release.
I want to have at least one dungeon, Quite a bit of spells, And quit a bit of the Demara and Human towns finished.

As well as a name. I need to think of a name for the map.

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Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #26 on: July 19, 2016, 01:34:16 PM »
Wow, this honestly looks like a fantastic map. The details and effort that you have put into it so far is outstanding, this looks like a map that i will most definitely enjoy, hmu when its finished.

PS: Why do you always appear offline.
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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #27 on: July 19, 2016, 01:37:26 PM »
Wow, this honestly looks like a fantastic map. The details and effort that you have put into it so far is outstanding, this looks like a map that i will most definitely enjoy, hmu when its finished.

PS: Why do you always appear offline.
Also, th fact that you have built this on survival, wow, just wow.
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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #28 on: July 19, 2016, 01:46:26 PM »
PS: Why do you always appear offline.

This is by far the most frequent question I get over Xbox.

The answer is or rather was, I like being able to choose when to interact with some people.

Back when 360 wasn't very dead (I started doing this around 2011-2012) , I would get 49 metric tons of invitations if I appeared online accidentally. I didn't want to specifically avoid certain people, So I just decided I would communicate with who I wanted to when I wanted to. Some people learned my schedule, Or found out how to tell when I was on, But those were people who i'd talk to just about any time.

It got even worse when about 3 years ago I helped make a map for Stampywhat'shisface (If you search "Dryym" that map will be the first video result. XD)

I got spammed with friend requests by kids from 7-13 for months. So at that point it became habitual to appear offline.


Now Ijust do it because it is easier for me to do it than to make myself stop. Even though it doesn't matter anymore.



Also, This wasn't built on survival, This is going to be a survival map, With survival mechanics. I built and scripted it on creative.

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Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #29 on: July 19, 2016, 03:13:50 PM »


I started work on the entrance to the Demara (Demon) citadel today.
It is bigger than the picture would suggest, Idk why it looks rather small here that.

Anyways, About half of the Demara city will be underground in large chambers.
The rest will be outside.


I'm inching towards release.
I want to have at least one dungeon, Quite a bit of spells, And quit a bit of the Demara and Human towns finished.

As well as a name. I need to think of a name for the map.
Reminds me of my Dwarven City entrance on Trium.