LotNR Project Official Thread [Open]

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Neikun
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LotNR Project Official Thread [Open]

Post by Neikun » Sat Jan 05, 2013 4:43 pm

_________________________________________________Legends of the Northern Realms_______________________________________________
_______________________________________________________Official Discussion & Info Thread_______________________________________________________
Image
If you would like to contribute, please PM Neikun your Skype name.
  • Development Status:
    Decided the starting location of the mod: Northern Trade Route
    Creating levels where levels beneath and above will be visible (In a logical fashion) Bug Testing
    Developing moving, changing, believable skyboxes with convincing backdrop models. Bug Testing
    Currently testing multi-mod import/export, Bug Testing
    Making the town wallset as thorough for cities as possible (With swing-open doors), Near Release
    Making the Great Library of Nothampton wallset Work in Progress
    Making a southern castle wallset Work in Progress
    Creating dialogue guis and functions, Creating as needed
    Developing the world, culture and religion of the Northern Realms! Long Work in Progress

Hello, wonderful Grimrock community!
This is an official thread dedicated to the discussion of the Legends of the Northern Realms Project. (LotNR Project)
For those unfamiliar with the project, our goal is to create a sort of "mega mod" where we can feature full towns with multiple dungeons and play areas within the world of the Northern Realms created by Almost Human Games ltd.
This project is to coincide with all existing lore while building lore of our own.
Almost Human has reserved the right to consider whatever parts of this project as "canon" lore wherever they see fit.

This is a huge project, and we urge everyone in the community to get involved in some way.

Thread Contents:
Last edited by Neikun on Tue Feb 05, 2013 7:08 pm, edited 20 times in total.
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LotNR Project Official Thread

Post by Neikun » Sat Jan 05, 2013 4:44 pm

Contributors
Meet our team!
  • Juho Original Developer

    Neikun Lead Coordinator; Asset Generator
    Talents: Organization, Retexturing, Problem Solving, Writing, Concept Design, World Building, Level Design, Music

    Skuggasvienn Asset Generator
    Talents: Modeling, Texturing, Concept Design

    Phitt Asset Generator
    Talents: On Request Modelling

    Asteroth Asset Generator
    Talents: Retexturing, Simple modelling, Writing

    Merethif Asset Generator
    Talents: Artwork, Retexturing, Level Design, Concept Design

    Undeaddemon Asset Generator
    Talents: Artwork, Retexturing, Level Design, Concept Design, Writing,

    Radar6590 Asset Generator
    Talents: Artwork, Retexturing, Level Design, Concept Design

    Brodie301 Asset Generator
    Talents: Concept Design, Level Design, Modelling, Retexturing

    Mcskivv Level Designer
    Talents: Organization, Level Design, Concept Design

    Msyblade Level Designer
    Talents: Concept Design, Level Design, Simple Scripting, Troubleshooting, Writing

    Drakkan Level Designer
    Talents: Level Design, Concept Design, Testing, Quest Design

    Lupe Fenrir Level Designer
    Talents: Scripting, Level Design, Voice Acting

    Mahric Level Designer Scripter
    Talents: Scripting, Concept Design, Level Design, Organization

    Arkos Designer
    Talents: Concept Design, Testing

    John Smith Writer Hiatus
    Talents: Writing, Organization, Swift Learning

    Kuningas Writer
    Talents: Writing, Level Design, Simple Scripting, Concept Design

    Jawless Writer
    Talents: Writing, Concept Design

    Sam Colt Writer
    Talents: Writing, Level Design, Concept Design

    Centauri Soldier Scripter Hiatus
    Talents: Scripting, Concept Design, Support, Wiki

    Diarmuid Scripter Asset Generator
    Talents: Scripting, Spell Maker, Problem Solving, Level Design, Concept Design, Music, Retexturing, Modeling

    John Wordsworth Scripter
    Talents: Scripting, External tools, Level Design, Concept Design

    Thomson Scripter
    Talents: Scripting
Last edited by Neikun on Fri Mar 01, 2013 9:28 pm, edited 21 times in total.
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LotNR Project Official Thread

Post by Neikun » Sat Jan 05, 2013 4:44 pm

Lore and World Information
General Information on the Northern Realms

Map of the Northern Realms
SpoilerShow
Image
Map With Territory Shading
SpoilerShow
Image
Northern Realms and Their Real World Comparisons
As stated by Juho

Kingdom of Theraen - Britain
Capital city, Nothampton,
Ruled by King Konrak II the Wise (Referred to as His Grace)

Malanian Empire -Anglo Saxon
Capital city, Malan Tael
Ruled by Emperor Arefar fe Sancconjon

Quenfar, Losancrel, Qegandoc - Burgundy/Franks/France
As well as neighboring areas were once an kingdom before the Malanian Empire conquered it.
Governors:
Quenfar - Guillaume Sovié
Losancrel - Nurmina Alcoff (Widow to Ageron Alcoff. She took his place after he died.)
Qedandoc - Eduin Perte

Surrounding lands of Icefall Bay - Scandinavia

Shards - Iceland/Svalbard

Frostbites and north- Himalaya/Northpole

Endless Tundra - Siberia

Jungles of Xaae - India/southeast Asia
Actually are subtropical but east to Serpent river starts proper jungles

Isle of Nex - Crete/Greece
Ruled by religious order.

Harbardar - Middle East

Xafi Desert and south - Africa/Egypt
Last edited by Neikun on Fri Feb 08, 2013 5:02 pm, edited 14 times in total.
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LotNR Project Official Thread

Post by Neikun » Sat Jan 05, 2013 4:44 pm

Features
What you'll find in the mod when it's released.
  • Town Wallsets; Interior and Exterior
  • Open World feel gameplay where the player decides what order to do something in.
  • Npcs with dialog and quests
  • Expansion of the Northern Realms lore
  • Time line that takes place after the events at the end of Legend of Grimrock.
-More to come-
Last edited by Neikun on Thu Jan 10, 2013 12:21 am, edited 9 times in total.
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LotNR Project Official Thread

Post by Neikun » Sat Jan 05, 2013 4:45 pm

Project Specific Developer Requests
What we'd like help from Almost Human to pull things off.

Enemy AI State = Friendly:
Current Status: Mostly doable with tools provided.
SpoilerShow
We are taking a serious look at developing npc characters for the player to interact with. It would be to the benefit of all mods to be able to define a "monster" as friendly. This would mean it wouldn't chase the player, and certainly wouldn't try to attack the player.
There are a couple suggestions as to how we would like this done.
1. Create a new brain that denies attacking and chasing of the player.
2. Have a friendly = true/false, Boolean. It would be exceptionally useful if the Boolean could be changed by player action (Say the player attacks a friendly creature, it switches back to hostile)
Ability to add pages to the character sheet:
In the default character sheet:
SpoilerShow
Image
We have three pages. Inventory, Stats, and Skills
We would like to be able to add more pages,
Character description or quest log for example.
You might argue that you could create a separate gui for it, but it would feel so much more natural to do it in the character sheet.

Import Party Functionality
Current status: Made Possible by the LotNR Scripting Team
SpoilerShow
What we need from the Import Party feature is a way for it to check if it's part of a mod series, and import the party fully (all items and states) if imported into a mod of that series.
Any information that helps us build the culture and lives of the Northern Realms
I.e. Religions, ect
Last edited by Neikun on Fri Jan 18, 2013 5:04 am, edited 13 times in total.
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Re: LotNR Project Official Thread [Open]

Post by Neikun » Sat Jan 05, 2013 8:33 pm

Everyone, feel free to comment and post suggestions here.
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Re: LotNR Project Official Thread [Open]

Post by msyblade » Sun Jan 06, 2013 12:03 am

Even if you don't feel you have the time for another project; any assets, dungeons, or content anyone would like to contribute could help a lot. This is a big job, and creative content is already at a premium.
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

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Re: LotNR Project Official Thread [Open]

Post by Centauri Soldier » Sun Jan 06, 2013 5:12 am

I noticed some concern regarding a few issues with scripting (nothing negative just concern). I want to share with everyone what I said in chat.

"Let me back up a second and say, all of the level designers will have access to these tools I'm building. As far as I'm concerned, my job is to find out what you want and get those script tools to you. They will be simple to use and have very detailed explanations. They are meant as support tools for you. I'm support for you. Just tell me what you need...
All the things I'm building now are directly related to a request or anticipation of a request."

These tools are meant to be used by the level designer during the process. Let me know what you need ahead of time and I'll start work on that so you have what you need. I'm currently working on the obvious items in the framework but can divert to build any tools you need. :D

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Re: LotNR Project Official Thread [Open]

Post by undeaddemon » Sun Jan 06, 2013 6:52 am

Scripting for us "limited scripting skillz types" is at time a huge barrier.

Its very 'tough' to have to ask for help - 'so often' - sometimes - when you want to accomplish something, but have no idea how...

This is really welcoming to hear!
Thanks for saying it.
:D

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Re: LotNR Project Official Thread [Open]

Post by Neikun » Sun Jan 06, 2013 6:54 am

-Extras post has been re-purposed to a dev's request log.

@Centauri, part of the reason I have defined the contributors by "job" title with relevance to their talents is that I don't want anyone to be taking the brunt of this mod as a whole. It is important to spread the work out and everyone contribute what their good at. Level designers with little scripting know-how should meet with scripters when they want to pull off something unique. Or meet with the asset generators if they want a specific object. The size of the project demands that we work as a well functioning team. I hope it brings us all closer together in the end of things.
So glad to see you caught on to my plan.
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