SP Fantasy Thief: The Dark Project: On Hold

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Kolba

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Thief: The Dark Project is an excellent game, which could be converted to Mount & Blade. Last week, I started working on this mod. Note that it won't slow down the progress of Song of Taliesin - I'm just doing it to take a break from historical things. Thief: The Dark Project won't be a big mod, but after completing my another project, I may decide to expand it. You'll be able to visit the City in Mount & Blade.

Storyline

You start the game as minor thief Garret, who came to The City in search of new loots. When we meet our hero, he is going to break into the wealth merchant's possesion. Yes, I know it's different from original story, but later the main story will be nearly the same. We brake into house without problems, but we hear loud shouts somewhere near. Few seconds later, the town guards batter down door and soon they attack Garret. Homever Garret have only a dagger and club, so he quickly fall down. The guards imprison him in city dungeon.

Now we must escape from dungeon. There are several ways to do it - one of way is to knock down guard, when he is bringing us a wooden bowl with food. Then we must sneak in the net of corridors and come to exit. The guards have special patrolling roads and they don't change them, except when we encounter them. Ibanez has made a great script, which is very useful for this mod. When we are in particular distance from the guards, they spot us and draw their swords. But if we have higher level of new skill "sneaking", the distance could be shorter.

The other script, that I'm going to implement is changing Garret's speed. There are three levels: sneak, walk and run. For example, sneaking is very slow but guards probably won't spot you quickly. Running is very fast and it's useful when the enemies are chasing us.

When you are at end of dungeon, you can kill one of guards to get his armor. Then, you can unhurriedly leave this place. In next quests, you'll visit other places known from Thief: Lord Bafford's Manor, famous Haunted Cathedral (with zombies and haunts), the Lost City and completely new ones!

Features (some are done)

- Seven new huge quests
- New locations
- New weapons (water arrows, fire arrows, gas arrows etc.)
- New non-weapon items (healing potions, speed potions)
- Enemies vigilance system
- Different speed modes
- New character creation
- Various enemies with unique look (guards, hammerites, zombies, haunts, ratmen, bugbeasts and other)
- Lockpicking system based on presentation
- New skills
- Shadow and light system

Team and Credits

Kolba - scripting, scene making
Emil - ideas, excellent testing, posting screens
Arch3r - help with scripts

All I need is good feedback, so be sure to post here if you have an idea!


 
Looks interesting, does the sneak scripts also check if the guard is facing you? Hope you can get this done and show us some screenshots when you can.
 
Arch3r said:
Looks interesting, does the sneak scripts also check if the guard is facing you? Hope you can get this done and show us some screenshots when you can.

No it doesn't, but I guess it's quite easy to do.

I'll show some screenshots soon, maybe even today.
 
I hope you can pull it off. Make sure guards don't detect you through 1m thick walls and start attacking you (like killing you with poleaxe through the wall without knowing who hit you).
 
Reminds me of the sneaking mission in the Hero and Blade mod...where you were a were wolf thing, with claw weapons, face a couple of goblins and orks.
 
Go Kolba! Go Kolba!

When kolba starts on a mod do you just know it's good. And what I love that this mod is being made.
 
Arch3r said:
Looks interesting, does the sneak scripts also check if the guard is facing you? Hope you can get this done and show us some screenshots when you can.
i dont think it matters they could hear you when you get close enough so its still realistic.

EDIT: i think this mod is a great idea btw i look forward to it
 
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