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shadowwulf

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    2008
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Posts posted by shadowwulf

  1. Get with the times guys. Eclipse(VB) should be called Eclipse Applesauce, and Eclipse(c++) should obviously be Eclipse Cherry Pie.. Jeez everyone knows this stuff! ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) I would love to see an engine done in a modern language.

    FOV

    Anyone bother to make a field of view mod?

    Like i only see 3 spaces away.

    If i carry a torch I see 5.

    Or any other light emitting stuff?
  2. the only thing that's making me mad, is my first char was too 'all over the place' with no real build. but he was whooping things easily. (downed a dragon in one landing at lvl 22), but my second character is very focused on archer/dual swords w light armor and sneak… and I get whooped all the time. a bear one shot me. my light armor is 52, wearing elven, with all available perks, and lvl 27\.

    I just don't get it.
  3. What I plan for me second char:Merchant.
    absolutely no offensive skills.
    keep everything passive aggresive.
    smith and enchant gear for followers/selling.
    only unlock quest shouts.
    Sneak(maybe)
    Smithing
    Lockpicking
    Enchanting
    Alchemy
    Speech
    Pickpocket(maybe)
    Conjuration(maybe)
    Restoration

    Beating the game without directly killing anything would be an epic feat(have to beat it normally first).
  4. How hard would it be to make the following happen when map editor is open and you are hovering over a tile on the map?

    -Create a square indicating the tile you are over(much like the one in the editor)
    -show "X / Y" for its location
    -make this possible to toggle(or while holding a button)

    Or as another option…

    when in the editor, toggle a grid on, and each square shows it's X/Y
  5. Woah. my 'brother from another mother' surprised me this morning with a copy he apparently reserved for me.
    So now I'm suffering through work(on a Friday even!) waiting to play.
  6. @JeffSventora:

    > I actually think that all items are accessible, only the magical attributes become greater as you level up.

    That is how it appears to users, but there are actually multiple items.
  7. I'm mostly interested in how they handled difficulty.
    Is the entire game always skewed to your overall character level still?
    Some areas of the game should be flat rate difficulty no matter on player level… just my opinion.
    Keeps the player adventuring around instead of just plowing through areas at low levels.

    Also if I remember right, in previous games some chests contain items based on player level when opened... I wonder how that plays out in this version.
  8. @Justin-SD:

    > I really like the axe's

    tbh, they are what i like least… I spent the least amount of time on them.
    the ax, is a hatched with a mirrored blade added with some highlight.

    Overall I think they are a good start though.
    Better than seeing the same ones we all see everywhere else.
  9. A long flat blade will have relatively plain shading, I suppose I could bring the shadow from the hilt up some but  that won't do a whole lot to the overall appearance of the blades.

    I looked at several popular versions and most conform to the same technique with making blades.
    Without adding more shades to the pallet(which would just cause blending issues anyway), there isn't much else that could be done unless the total size was increased.
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