Douglas Quaid wrote:
Following the massive recruitment sucess of our last post on this forum, the Arx EOS team
would like to seek the assistance of a texture artist to create a texture from our concept design.
Just out of curiosity, how many guys are working with you? I'm sure one of them atleast can learn some photoshop tricks in the coming weeks.
Hi Douglas Quaid
I must confess, I was being a tad facetious with that remark!
At the moment there are 3 people involved with the mod, 1 full time dev (me), 1 part time script / storey writer person (who is learning Blender a few hours per week so may be a big learning curve there) and 1 other chap who has just finished some exams and does, umm, well.... hopefully something soon! (no disrespect intended if he reads this - no names mentioned) – so, sometimes it feels a bit lonely.
But I am doing it because I love the original game, IDTech and TBH although sometimes it gets disturbingly overwhelming when I think about all the things that need to be done. It is great fun and very satisfying when you create something new. A lot of the fun is the journey and not just the destination!
So, we are pretty small time TBH. But one has to start somewhere.
Thanks for taking an interest.
This site has some nice screen shots of the Arx Fatalis game: http://www.rpgfan.com/pics/arx/index.html
Here is a very quick overview of what Arx Fatalis is:
A first person RPG similar to Morrowind Elder scrolls, Ultima Underworld, Gothic and those type of games, although much smaller than those mentioned.
The environment is very much medieval, including caves, dungeons, ice caves, castles, and tombs – all those kinds of things.
The creature’s encountered friend and foe include humans, snake women, goblins, trolls, rat men, mummies, magical beings etc – the standard fantasy line up.
The environment in the original Arx Fatalis is 100% underground. Although in our TC we have set the storey before the events of the original game and there will be outside levels as the sun has not completely disappeared at this point.
I don’t think it is ever categorically stated why the sun has failed although I am sure it is related to the god like demon ‘Akbar’ who is the evil force that the hero of the original game Am Shegar is trying to stop taking over the world etc.
The creatures underground are able to survive thanks to the magic powers of the snake woman, who have made it possible through magic to have food that can grow underground with no sun light.
The weapons in the game are mainly swords and daggers. However the hero can cast magic by means of drawing mouse gestures on the screen. Each gesture is inscribed on magic runes that the player can buy, steal of find in hidden secret areas over the world.
The storey is very much quest and sub quest driven in standard RPG fashion. However usually problems and many puzzles can be solved in several ways such as magic, brute force, sneak etc.
Example (Ignore the cheat codes bit – just a good example) - http://www.youtube.com/watch?v=oMR-83Yp ... r_embedded
I must confess, the one thing I love most about the original game was the vast amount of secrets hidden throughout the world.
Anyway – I have probably waffled on long enough for now.
N.B – It does need to be stated quite clearly that we are being realistic – it is unlikely that we have the time, resource or skill to implement all the faculties of the original game – but we do intend to implement a reasonable tribute / likeness it you see what I mean.