Hey, I was reading twhe post about actually release SE this year, with or without a TC, and I think it would be a little like wasting this chance of actually modify Hexen original game in something better. I know, I’m always talking and haven’t been able to actually work on it, and everybody seems to be busy too, but this is exactly how things were going since I joined, and we must not loose the hope, my children! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I admit we may not have the “firepower” to actually model the game as we all wanted it to be, but we must persist in what we CAN do, even if it happens to be quite difficult or demand a lot of work.
I have some others bad news. As some of you may know, my pc was down for all this time. I can come in the net now, but only because I’m using an older pc, which doesn’t have the graphics files I was working on, my programs, sketchs, guides, etc. That means I’ll have to take some time to get my gear back, and it will surely slow down the little progress I was having.
As for SE, I have some more ideas:
Shields: there will be only one (2 at most) type of shileds in the game (mostly due to graphic painting limitations). If there should be more, they will all have the same stats. I imagined something like this:
The shields offers 60% (6 of every 10 blows are absorbed by it) of protection against every blow coming from the front-left position , in the player pov, of cource. Attacks directly from the front, should have 40% (4 of 10 attacks are absorbed). This happens because the player has to hold the shield on his left arm, and needs to have an open area in front of him so he can attack freely, which means less protection.
The shields have their own HP, and absorb damage normally from an attack, when everything goes well. For realsim, they should have the protection porcentage cutted by half, when they loose half of their HP.
They need a proper key in the keyboard to be activated, and they need their space inside the player’s inventory. They also should have a code that makes it impossible to wear a shield when the player is using a two-handed weapon, and vice-versa. The coder should pick each weapon by looking at their attack mechanism and resting position’s graphics.
There’s also another way: as with the centaurs, the shield is a weapon you can choose, and by pressing ctrl and activating it, the player would be protected against any attack from his front (but not against from other directions)
For improved realism, we could have another function that says the shield can only portect the player against 3 simultaneous/repeated (with a time-based mechanism, like: the shield consider all attacks within 1 second of time-spce as simultaneous attacks, triggering this code) attacks. More than this and the attacks work like if the player didn’t have any shield. This is specially useful for fire attacks, like the dragon breath or a UberHeresiarch/mage spell, considering no shield can protect someone froma continous wave of fire, or projectiles. This is “very” optional.
All other armor could have the shield function (the porcentage protection), that would give the player a chance of receiving no damage in a few blows, before the armor wears off
-As for the script: I’m writing my own script right now. When its completed, I’ll send and you can see if it’s ok to go. Anyway, I would like to have a few headlines, of things that should be in it, of people that can or cannot appear, etc.
Like in this little plot: The players defeat Korax. As I imagine it, he had all his armies on Cronos, fighting the humans, and that’s why the 3 players had the chance of entering his domains and kill him. So, when Korax died, his forces, which were powered by his magic, felt lost and desperated, even though they were winning the war. The humans were then able to gather and make a final attack. The monsters were defeated and had massive losses throughout the Empire. The few surviviours fled to the most isolated and hidden places they could. This would be the intro
Years passed,and there were no sign of their existence. The Empire was being rebuilted, and what was a number of devastated villages were now grown to be much bigger cities. All the world is recovering, improving, countries/realms/kingdoms/empires that were deadly enemies before the Dark War (or whatever…) were now friends, and, in the end, the sight of total extinction made the humans try to look closer to themselves and their behaviour toward the world they live in. Festivals are still being made in honour to the 3 heroes, who are now livind normally (being treated like kings, of course), and now have different places into their respective Order. (Even though they deserve to be the highest member of their orders, I still think they should be left one step to it, so it could be a side achievement in the end of our TC! ). The warrior is now a General, and should be treated like one by the cities soldiers (this means he has access to militar maps, militar reports that can bring him clues about enemies movements and appearances, and to keep the game balanced, he DON’T have access to the Order’s Armory! He begins with a few weapons at his disposal in his chambers, but they are all normal and cheap ones, in terms of value. This may sound a bit strange since he’s a hereo, but… Hey this reminds me of something, but I’ll writte in the botton), the cleric is a Bishop (or whatever comes beofre the HighPriest), and now have access to the sacred library of the Temple, something he always dreammed of, (and where he can heal his wounds with holy water from a sacred fountain inside, learn about almost everything regarding Cronos, specially the religion, and hopefully learn some spells) and the Mage is also one step from being the Arch Mage, (eventhough he is more powerful, in terms of battle magics, than any other mage alive, he admitted the actual ArchMage, who were, in times, a concerned master and still is a good friend, is way wiser and possess such an extremely huge knowledge about averything the concerns Magika and Mana, that should be left as he is, while himslef study to became more “completed” and as wise as him), and as such, he have access to the chemestry chambers, and also the the Library, the biggest source there is about Magika. It should countain magic descriptions, knouwn magical artifacts, famous mage’s lives, tales, history of Cronos… everything the writter can imagine).
Anyway, everything seems to be fine, when people start to disappear, and there comes news about attacks from the korax minnions (near somewhere OR throughout the Empire, you decide, but the second would be harder for the player to locate the hidden temple), and then the player is called once again by a reunion of the highest and wisest membes of all Orders, together with the Emperor himself, and is choosen to investigate the story, and destroy all evil he finds. This should be the beginning of the Chapter 1.
From here, I would need to know what happens in each map, each chapter, what will the player need to do or go to, what and when he will learn something, who will teach him that, where is the U-Heresiarch hidden, what happens in the beginning, middle and just before the player finds him, etc,etc,etc. I know it seems a lot, but without a guide, I can make a script that goes against the story in the game itself.
well, I hope you liked this fro a beginning of the game, and please comment. Although I may have some ideas, I’m not a writter. We should contact someone to writte the story that will be presented in the game, based on ours guidelines. What do you think about the guy who has that site with written stories and tales based on Hexen? He seemed talented.
Note related to the plot above: I had this crazy yet interesting idea for the warrior. Even though I think it won’t be in SE, I have to tell. Since the Warrior won’t have any magical abilities (by the way, beserch should be much more limited than it is currently), and he is now a general, what about this:
In some maps (maybe just one), the player have the oportunity to actually command an attack with a Legion, and it would work like this: The warrior enters a map, there he finds an extremely high number of enemies (placed specially there for HIM, and not to the others). Since he won’t have as much firepower he had in Hexen, he can choose wether he would like to go there and fight bravely, OR he could choose to get back to the city, and once inside his Temple/Fortress he will be able to command an attack to that Map’s region! It would obviously happens matematicly, and would work like this: The Warrior start a conversation with the NPC who has the trigger attached (probably another General). He would pick the “I need you to organize a platoon and command an attack to…” option (or whatever the writter chooses). Then the function would be triggered. The NPC would answer “Where should I lead the soldiers, Sir?” and a list of visited Maps would appear, letting the player pick the one he wants to be attacked by the Legion. Then the Npc would ask how many solidiers should be in the mission, and the player would have to choose from 5 different amounts (the engine should keep in memory how many soldiers there are in the platoon). Since the platoon have a limited number of soldiers, and when killed, they aren’t replaced (this is a limited feature, and should be used wisely by the player. He WON’T be able to complete SE without having one fight. Instead, he will be able to use this cool feature to help him to even the number differences, and thus making the Map population decrease to, at most, a NORMAL number). Then the General would say “It will be done, my General!” . After a brief black screen (which means a day time), the scene would reappear, and the Captain would be “back” from the battle, letting ther player know how many Monsters were killed and how many soldiers were lost. This could be done untill the platoon hasn’t any soldiers left. In the engine side, it would work like this: All the soldiers in the platoon have a determinad chance of 1st kill an activated monster, and 2nd be killed in the mission (the number of soldiers that CAN be killed in action is equal to the number of monsters activated in the map!). Only activated monsters can be killed, and the platoon have a limit to the number of monsters that can be killed in a single attack, so they can’t wipe out the entire monster population. Different monster types modify the stats regarding chances of being killed or chances of killing for a soldier (example: five Red Serpents in the map adds 1% to the chance of being killed to ALL soldiers during the check), making it harder to “fight” Dragons than to fight Ettins.When a soldier is checked, an activated monster is choose, and then the engine says if it killed a monster (and remove the one from the map), and if he was killed (and is removed of the Platoon banks). Then the same would happen to the next soldier, untill they are all checked, and then the black screen should wear off, bringing the battle’s results. A soldier can kill only one monster. The chance of being killed in a mission is calculated by the number of activated monsters in the map, and their type. This will also modify the chance of killing a monster (stronger monsters are harder to kill). Special sprites won’t appear in the engine’s battle list (like Dragons, NPC’s, etc.).
When the player returns, he will find a less populated map, and carry on his mission. Of course, there won’t be any left overs in the map. Only the body of the monsters, to add more realism. Any gold bars will be gone. Again, the number of monsters inside a map would be designed specially for the warrior! This feature is to clear the excess of the maps, and NOT to clean it completely. As a warrior, the player can always choose to open his way with a good sword or axe, but it should be made so that this would be extremely difficult for him (otherwise he won’t even use the feature).
So what do you think? I say it’s cool!  Maybe too hard to be implemented, but it’s cool…
Well, I’ve talked enough! See you later, friends.