SP Sci-Fi [WB] Rivernia

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Astropuyo

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Hi guys, I've been working on this project for sometime and am getting close enough to my dev cycle I can start talking about , getting ideas from you guys and in general just fill my lore up as I go using this forum.

This project started at the release of warband when I saw I could do SO much more with it than the previous engine. I also noted there was next to no sci-fantasy mods in development nor were there anything on airships (A certain passion of mine) so I decided the theme of this world would be in fact sci-fantasy steam punkish.

I'm all about ideas and help so by all means if you have a idea that would fit this world by all means discuss and make suggestions. I could use some help on deciding how to add a scene choice (so you can shoot the enemy down and fight on the ground).
So far this has been a one man project and I've spent roughly.....every day/night at least 8 hours each for the last couple of months developing the mod, so I'm progressing MUCH FASTER than I thought I would.


Scenes:30%
World Map:95%
Weapons: 45% (need to make a few new models for some of my ...more fantastic weapons)
Troop tree: 100%
Airship system:34%
Airship scenes: 0% (using a place holder atm).





Within mankind is war and with war is death and so shall my enemies meet.
            -Nashe Kinder at the Imperial Plaza Address 1021-



For a brief period of time the people of Rivernia knew life at it's best. From huts and sticks came town houses accompanied with town walls.
Trade evolved from simple caravans to merchant societies that controlled the flow of goods. Chieftains became lords, kings or what the fancy term was for "leader".

Life's hardships were vastly diminished. The discovery that "Mana" the worlds life source could be separated via a process called Essana Osmosis ensured that mankind could live a life better than generations of the past.
Soon with this power mankind took the skies. A flight on ships as birds on wing man explored his world, found faster ways of commerce and in general was able to travel with ease.
This of course was not for the poor man.
The price of flight was worth it's weight in air yet the merchant societies and fancy named chieftains valued them for their power over the masses. A man by the name of Nashe Kinder in 1012 decided enough was enough and held a revolution in order to disolve the injustices of the many territories... (much more to be elaborated on later)
For nine long years revolution held out. Gaining new lands as it went. Soon after the battle of Len the last "corrupt" territory fell. So was born
The Nashe Kinder Empire.

The years of war had changed Nashe terribly, no longer an idealist. Nashe was now Beset with melancoly and deep troubles weighted firmly in his mind.
A shining example only years prior was replaced by a brooding man slowly going mad. Obsessed with expansion.

In 1022 after making shocking reforms to the empires structure the now firmly mad emperor decided with council of also equally mad men to allow start a project that would seperate briefly "essana" and "mana" flows to open "portals" allowing even faster travel.


This single project, this single act forever changed Rivernia.

It has been fifty years since the world started to die. Much has been lost in constant warring for small chunks of land that are still able to fruitfully produce crops.

Pollutions, beasts, raiders and many more horrors await the average Rivernian on a daily basis.

-More to come-

Outline:

Rivernia is world that was once full of technological wonders, the lands scarred are barely just healing.
The world is very much a  sci-fantasy world with steam punk elements tossed in.
Players will not simply walk around, players will man their own airships and take to combat on the skies above.


Features planned:

  - Airships, fly around the lands, battle on decks, if you must, force your enemy down to the ground using "Mirage" cannons.
               
  - Technology that is much like steam punk and many sci fi elements combined.
               
  - A technic system - (Magic system)
             
  - Towns will mean something, new shops, areas for treasure, lore exploration, meet many different people and their take on the world to help you the player decide if certain causes are actually just or worthwhile.
               
  - Villages won't just be for buying supplies/recruiting anymore. There will be many features added to villages from specialized shops, rpg  related stuff (Such as npc's that tell stories,etc), to gear type upgrades.
             
  - A completely different concept to weapons and gear. In a more sci fi approach certain technics (magic) will assume the role of weapons. Weapons will not be traditional in the way mount and blade native handles them. Weapons will be fluid, able to upgraded . In essence personalize your favorite weapon.
             
  - A troop tree system that values extreme customization of units. Make them male or female. Choose power over defense, speed over power.
             
  - A rather massive world map. The size was made not only to make flying less...quick but to enable more regions to explore and more detail on the map (IE eye candy).




Lore relation:

-Essana, Essana is the binding essence that connects mana to anima, the central axis for the flow of life.
-Anima,  Anima is the spiritual life force of all living animals. Without life would end.
-Mana,  The life blood of the Rivernia, without it the world would crumble.
-Airships, fly on a proccess that seperates mana from the world and uses that energy to power the Essana engines.
-Essana Engine, A machine that delicately extracts mana and uses it invoke flight.

More to come.





Will add screenies shortly of the world map.

Edit 1: Time to start posting screenies.

Rough imperial freighter (no texture/rough base texture)

ImperialFreighter.png
IMPtexturedbase.png

Rough domed floating village (Going for a really low poly count here)
RoughtCitySky2.png
 
Tiberius Decimus Maximus said:
Hm, any screens of the progress so far, or not anything presentable as of yet?

That my friend is exactly what I am doing I'm just adding stuff the thread as I go. (First time doing this stuff, most mods made have been for myself or a friend so I'm toally new at releasing/talking about my mods).

I'll have acceptable screenies shortly. I've alot of place holders at the moment and that does not bode well for showing off!

Give me some time.
 
Tiberius Decimus Maximus said:
Oh, that's fine. It's just that your mod seemed quite well progressed, so I was wondering if we could see how it looks so far.

I'm a totally OCD type of guy. Everything must be perfect to show. It's just in my wiring. I recently killed a 4 day project sword off because one verty was not perfectly aligned (no matter what I did I could not get it to straighten out).

I'll post art,media,screenies when I can but I'm hesitant to draw any form of hype of ire at the moment for the simple reason I'm roughly 45% done. (Needless to say screens are needed!)


As for the systems planned, all of em are REALLY easily added except for the weapon one. Making 50 instances of a weapon and then multiply that by say....500 ...It gets to be a bog down lol.
 
Uhtred Ragnarson said:
steampunk mod?

It's a mixed bag.

Some areas will have had more influence to technology and some will be back woods looking.
It's a world where once people were able to live in moderate comfort but much of that has been taken away in either crisis or war.

It's a semi post apocalyptic world with fantasy/sci fi/steam punk elements mashed together to form a really messed world.
Entropy at it's best.

You can expect some regions to gleam with beauty and others to be absolute wastes.
 
I like the overall idea (I once made a mod with airships and 1930s aircraft and stuff).

Not sure that the idea for airships makes much sense, though.  A game where every battle is a boarding action seems like it'd be really difficult to make fun.  Perhaps the airships should be allowed to attack each other, and players can choose to board if they feel that that's the most efficient way to end the battle (i.e., avoid doing damage to your personal airship, and thereby have to pay for repairs, or something).  Then you could have cool airship upgrades and a mini-game where the player could steer the airship in battles, like what Yoshi's trying to do with Pirates.
 
xenoargh said:
I like the overall idea (I once made a mod with airships and 1930s aircraft and stuff).

Not sure that the idea for airships makes much sense, though.  A game where every battle is a boarding action seems like it'd be really difficult to make fun.  Perhaps the airships should be allowed to attack each other, and players can choose to board if they feel that that's the most efficient way to end the battle (i.e., avoid doing damage to your personal airship, and thereby have to pay for repairs, or something).  Then you could have cool airship upgrades and a mini-game where the player could steer the airship in battles, like what Yoshi's trying to do with Pirates.

That's some real complex coding, however.
 
Not every battle has to be on the ship itself. Players will be able to force enemies to the ground if they so wish (There is lore in place to make this viable).

IE Mirage cannons, they draw massive energy from the Essana engines and basically blast a directed "emp" type field towards the ship shutting down their engines. Down side is..... It effects your engines as well. (it doesn't send you crashing to the ground , so much as knock out your ability to stay in flight)

But like I said very early on in the post i need help with that bit of scene choice coding (something I'll be apbing later hehe)
 
That's some real complex coding, however.
Not as bad as you probably think.  You could use a variant that Deathcam stuff that MadVader / I wrote, where the camera gets placed somewhere high, then is tied to the XY position of the airship.  Steer the airship with WASD / arrows, have keys that cause firing events to happen, then do some simulation mechanics.  The only really hard thing is setting up damage to the airships and the weapons, but IIRC, projectiles can already check for collision with objects, and the rest of it's basic gamecode, other than providing a presentation that showed the health of the airships involved. 

IOW, pretty sure all of that can be done, and the Mirage cannons would still be an option, as would going straight to boarding.  Personally, I think that instead of the Mirage cannons, you should fight the enemy, and if they're "shot down", then you can have a battle where your forces "land" and the enemy fights you from the wreckage.  Or you could board them and possibly take their airship intact as a mega-loot item.  That would give players interesting choices.  In the same vein, you could either "invade" an enemy fortress by landing airships nearby and have the armies assault it, or drop troops wearing DaVinci gliders (ok, that would be a royal pain to code, but whatever).

Anyhow, just ideas.  It would really bother me to play a game where I couldn't shoot the airships down, and it'd be epic if it was something that was more interesting than a menu option.
 
xenoargh said:
That's some real complex coding, however.
Not as bad as you probably think.  You could use a variant that Deathcam stuff that MadVader / I wrote, where the camera gets placed somewhere high, then is tied to the XY position of the airship.  Steer the airship with WASD / arrows, have keys that cause firing events to happen, then do some simulation mechanics.  The only really hard thing is setting up damage to the airships and the weapons, but IIRC, projectiles can already check for collision with objects, and the rest of it's basic gamecode, other than providing a presentation that showed the health of the airships involved. 

IOW, pretty sure all of that can be done, and the Mirage cannons would still be an option, as would going straight to boarding.  Personally, I think that instead of the Mirage cannons, you should fight the enemy, and if they're "shot down", then you can have a battle where your forces "land" and the enemy fights you from the wreckage.  Or you could board them and possibly take their airship intact as a mega-loot item.  That would give players interesting choices.  In the same vein, you could either "invade" an enemy fortress by landing airships nearby and have the armies assault it, or drop troops wearing DaVinci gliders (ok, that would be a royal pain to code, but whatever).

Anyhow, just ideas.  It would really bother me to play a game where I couldn't shoot the airships down, and it'd be epic if it was something that was more interesting than a menu option.

Brilliant IDEAS. This is why I posted this !  Wow, blown away at the concept.

I had initially decided that on each ship there would be a chest to loot (it's very easy to add) as boarding is going to be designed as tough and full of gun fire. So in essence you can battle it out on the ship and it's going to hurt but the rewards are highly desirable.


Edit: How about turrets , IE KOTR style?
Manning turrets might actually be very fun.
 
That would be cool, if they were used in boarding actions, like having a choice between helping on the front lines or firing a cannon to support your troops.  Not quite sure how you'd have player-usable and CPU-usable ones mixed, though, since the CPU ones would have to be Agents of some sort.
 
xenoargh said:
That would be cool, if they were used in boarding actions, like having a choice between helping on the front lines or firing a cannon to support your troops.  Not quite sure how you'd have player-usable and CPU-usable ones mixed, though, since the CPU ones would have to be Agents of some sort.

I figure this is my VERY first release mod to the public so I'll start simple and work from there the important part is just getting this done and making sure you the players have FUN with it. This isn't going to be a realism mod. This is over the top fantasy combined with good ole steampunk/sci-fi/fantasy themes.


The hardest part thus far is scene resources. I can crank out 5 or so ship hull types a night. Some unique, some rather plain and at one point I honestly thought, screw the avatar I'm just going to make ships versus ships (quit easy considering) but decided to scrap that as the rpg elements would be next to impossible.
 
Sounds pretty exciting so far. Not only that, but it provides something entirely different from any mods currently in existence. Keep up the great work!
 
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