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Author Topic:  Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG  (Read 4452 times)

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.ok

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #10 on: March 11, 2016, 07:48:39 PM »
I will let you know after I finish the exterior of the asylum. It's fiddly work, And I want to be finished with the exterior before any HD pics are taken.
alright




Bunz

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #11 on: March 11, 2016, 07:53:02 PM »
This looks awesome so far. I cant wait to see it finished.

#ButterThyStick( ͡ ͜ʖ ͡)

Rev Elevenclaw

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #12 on: March 11, 2016, 10:55:20 PM »
Complaint about pic quality is petty. Amazing build!
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Dryym

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #13 on: March 12, 2016, 07:41:38 AM »
Complaint about pic quality is petty. Amazing build!

Well thank you very much!

I am taking inspiration on the exterior from both the Shalebridge Cradle, And Moira Asylum. Both are from the Thief series.
Spoiler for Hidden Content:


Both are also considered by many to be up there with the scariest levels in video games. So if I can even partially emulate that scary feel, I may be able to spook some 10 year old pretty badly with this place.

In addition, I do not think anyone on TM has made an asylum, At least not in a long while.


I'm glad you like the build though.
It'll be quite a while before this world is built up to the point where I would be happy hosting it, But if anyone wants to look around at what I've got so far, Feel free to message me.

Creator of the term "Deathmine "
Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

Dryym

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Re: Unnamed Medieval/Fantasy enhanced "Survival" Sandbox RPG
« Reply #14 on: March 12, 2016, 04:07:42 PM »
Update on the asylum.

Spoiler for Hidden Content:

PWRBTTN said I should redo the fountain to be a little fancier, And have some nasty stagnated water in it.


A cemetery, And also a wall to make it less obvious that the asylum is at the edge of the world.


PWR's favourite angle.


Front view.



You are being watched....


Overall, I am loving this project. The monotony of the village was getting a bit much for me, And this has been a perfect way to break it up.

Creator of the term "Deathmine "
Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

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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Bunz

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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.

#ButterThyStick( ͡ ͜ʖ ͡)

Dryym

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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.

Creator of the term "Deathmine "
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.
/snail       /snail    /snail         /snail /snail      /snail   /snail                /snail        

Dryym

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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

Creator of the term "Deathmine "
Jared [19|Oct 07:12 PM]: "It changes everything" Dryym