Logan23

RoR Staff
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Everything posted by Logan23

  1. Great Job! I wish these were able to be used in kotor 2 game Will have to download this later
  2. I was actually lucky that my original story for RoR was flexible so both can be done, lol. There will not be another Demo, there will just be a release of the first half of the game. This meatbag says thanks for the support
  3. This is correct, Sith Holocron is a member of the RoR team. He will be working with me on production milestones and keeping the work moving forward in a constructive efficient manner. There might be other areas he will be working on but will just leave you guys with this info for now. Right now we have reskin modules and possibly one new module but need to see it working in game before i can fully confirm on this one. Thanks! There will actually be two versions of the story to deal with the Revan Book. Both stories fit and connect to the Old Republic MMO's story. One is built on strictly adhering to the Revan Book and the other is my story design which makes a tweak or two but in the end it fits nicely with the MMO. This allows players to determine do they want a strict canon feel or something with some extra creativity The two stories are very close to each other just with some changes here and there.
  4. Thanks, i'm glad you liked the VO. As SH mentioned it would be a shame if the Exile and Revan didn't make it into the game. Both are in the game. As for handling their personality, the choice of LS/DS kotor1/2 endings is one spot where we can add some diversity in their dialogue/tone. The scenes with these two characters are probably going to go through the most re writes and testing to make sure they give the presence of the Revan/Exile we have learned to know. The balance comes in giving enough detail on these characters yet also allowing the freedom of players to fill in gaps with their player experience playing as those character in kotor 1/2. Hmmmm...(squints eyes)...would know how to answer, if I knew what "Quality" means,....hmmmm
  5. Cool video! I hope you continue to do more videos about kotor mods.
  6. Hi everyone, Welcome to a RoR update- I want to first tell you what has been going on in my life. I’m right now in California looking for work that means I do not have access to my Pc desktop that is in NJ. I’m using a Mac that means I am unable to build/mod in game mechanics but I can still write and work on other parts of the mod/game. The plan is to get a PC laptop by the end of the coming month =) As for those who might worry about the project, I will not stop. My passion for this project only grows- I'm here to finish this =) Ok, onto the more fun part of the update: I don’t have any in game pics but I do have some images from 3dsmax of the Raptor’s interior and some new changes to them. This is the method being used in designing the maps now. So it’s a matter of going into the game and placing the items into the actual game modules. The first image is the over view of the Raptor. You might notice some tweaks to what is inside. Uploaded with ImageShack.com This is an image of Nindo’s room. You will see a bed as well as other placeables to make the area look as if someone is living in the room. The Raptor is a ship that Nindo and Kaila live on and I wanted to make the player feel that when walking around. Uploaded with ImageShack.com This shows Kaila’s room. Uploaded with ImageShack.com The two are of the cockpit and the cell (where in kotor2 you found HK). There has been some changed to the skin of the module plus the Cell is the place where a captive NPC is placed- behind a force-field door. Uploaded with ImageShack.com Uploaded with ImageShack.com RoR will not have swoop racing mini games, no turret mini games and possibly no pazaak mini game (unsure yet on the pazaak). This move is to keep the focus of the mod/game on the story and player’s experience. I rather put the extra energy in the mod’s main content then the mini games. RoR Trust System 2.0 I know I have mentioned in the past the Trust System that was built on the existing kotor2’s influence system. I have looked at this system and reviewed it as work has been going on with the content after the demo and came to a conclusion. The +1/-1 system doesn’t fit with what I’m aiming to do in RoR. So I created a new system that will allow a stronger focus on the player’s choices and how they impact their relationship with the other party members and factions. The new system (Trust System 2.0) will be based around choice/events/actions. Now how this is different then the influence and past trust system is- the system makes checks based on themes and on going issues/conflicts that the player and party members have gone through. Examples of this if placed in kotor2- Lets say the Exile makes choices during the game that is anti Republic. Mical decides to contact the Republic and report information about the Exile to his contacts. This can lead to added cut scenes or quests, etc. The code would only check on how you interacted with key points in the game that involve the Republic and not wither you did light or dark side choices. The focus is on the theme. This allows RoR writers to bring up topics/themes from earlier in the game and build on the emotional tension created from the past choices. Players will not be able to game the system since what you made choices on are centered on an exact topic/theme/issue so you can’t use another choice to help over ride the negative impact from an earlier choice. This new system nicely fits in how we are handling main and side quests in RoR. And last…. I was talking to a person in the kotor community and he suggested an idea, which I talked to a team member about and we agreed with it- I know you guys have been waiting for some time for the next release and to help with the large length of time, It has been decided that the RoR’s PC player heads (not sure if all will be in it) will be released as a mod for kotor2. I have already talked to redrob and this mod will be released in the next few weeks. It’s a way to say thanks for the constant support. Soon you will be able to play kotor2 TSLRCM with RoR PC alien heads. That’s all for now, MORE TO COME..... Logan23
  7. Great work!!! Look forward to seeing the project's release =)
  8. With the Demo, skins and items like that should work fine but in the Demo- there are no merchants plus the level you get in the game might not unlock that force power which you wish to bring in. As for RoR, I'm unsure how many mods will be compatible since there are many new features as well as the Force Power Leveling up is getting tweaked to allow for more fluent progression. Ideally, you could bring in skins and mods for blasters, armor but not lightsabers without replacing one of the existing ones since there is a new Light saber progression system which wouldn't work with dropping in a lightsaber mod. Once we are in Beta Testing then we can have a person try to test some mods and see what happens. RoR is basically a new game with it's own systems along with some of the kotor2 vanilla ones. Good question, We don't have any characters from the comics but there might be a fraction or two mentioned who are from the Kotor comics. The reason to not bring these in since it would be easy for them to make a comic and then have it conflict with canon. But there can always be a mention of a name here or there if it fits.
  9. You are in the blue screen room which is where the player goes after beating the demo - was not able to send you to the start screen.
  10. I agree with the idea of setting up the over all story line. (quests, planets/or locations) Answer the question - What are you aiming for the player to get from playing the Mod. 1-Write in a Word Doc- your over all themes and Main Quest Arc. 2-Look at what modules would be needed for these locations/scenes 3-Get Final Draft (Demo) - This will be your program to create Dlg trees and Dlg scenes. (I know said you were interested in Articy:Draft- ProTip- You can import Final Draft format documents into the Notes section of the program and then simply drag it to the Flow chart's Grid and ..instant Dialogue Tree in Articy:Draft ) The final Draft will allow you to pace scenes and get to the meat of the scene -Dlg. Also 1 page in screenplay format is about 1 minute on film. So if you have a dlg scene that's 3-4 pages long- your looking at 3-4 minutes which in games is a tad to long for a cut scene. I know this from personal experience- Anyone remember the really , really long first Dialogue scene with the Chancellor (4mins long)- Yeah, I went back and alter it and cut out a character from it and shorten the scene to about 1 min to 1 1/2 mins - if i remember right. And last- lots of Folders marked with many folders inside folder (folder-inception). This will allow things to stay clean. And the truly final suggestion- Get a free Cloud service- Surgarsync or DropBox so if anything ever happen to your computer- you can always retrieve the files and at worse lose a few items which didn't get updated. (you will sleep easier at night..trust me lol) Keep Modding! Logan
  11. There was a sale on Steam for 75 dollars when i bought it. The program is great but I would say only people who have cash to burn or a person who plans to get into the game industry/indie games should look at buying it. Myself- I plan to be using this for other projects, game industry/ modding and indie games Even if it was 100 dollars i would have bought it only because I have uses for it beyond the Mod.
  12. Hey everyone! I wanted to inform you guys on what has been going on with RoR, lately. About a week ago, I came across two programs which I believe will change RoR for the better. I will be discussing one of the two programs since the second is still being tested for its benefits. Articy : Draft (made by Nevigo ) This program is a professional tool for story and game design, aimed towards non-linear storytelling. For the past week and for the rest of April, I will be placing all the documents and assets and more into this program. I have already developed a system for Quest Building /Dlg which will work perfect with RoR. In the past, the number-one issue has been pipeline issues. Others like Trex, Doc, and others who have built large story mods can tell you there is a lot of keeping tabs on everything, which can be overwhelming lol but you make due I demo the new design/layout to JediExile last night ,thanks google+ for screen share =). I wanted to share some images of the development phase (the non glamorous part). Here are a few images to help give you guys some idea of what I'm talking about.. You see all the Exile Heads...yup...I still plan to allow you to choose your Exile's appearance.. Some of the Major NPCs..... The program has the ability to write in script format and I can also import these type of files which will mean an easier and quicker to getting writers content in. I can build layouts for locations and design them before I even put a NPC in the actual module, plus I can share the computer screen or print these out for team members. Character Templates to help to allow all team members to have the same reference when writing a scene. You can also create your own templates as well. I know you guys haven't seen any huge updates, but I wanted to show that the Mod is going well and will become easier to manage and easier for fellow members to have the access to what they need for building content. This is a great program (you can find it on Steam), but it isn't free, so I would say if your interested in getting into large mod/game projects, and indie games, you might want to take a look at it since it is a very powerful tool once you learn to use it. That is all for now but, I hope to have another update by the end of the April with something more pleasing to see then Flow charts =) MORE TO COME..... Logan PS. If anyone has any questions about this program, feel free to send me a visitor message, not a private one since my mail box is kind of full.
  13. No problem, It's hard to look through all the fragments of detail with star wars even I get losted lol
  14. Hey, whats up Actually Corellia did have at time a king/monarch type of government/or ruling class. "Original Game Codex Text Corellia is a world that experiments with its system of government on a regular basis. Although it has most often been regarded as a monarchy due to the presence of royal rulers of some kind, these leaders’ direct hand in affairs of state has varied wildly throughout history. At various points, Corellia has been everything from an anarchic kleptocracy to a parliamentary democracy. The present Corellian government is composed of an elected council representing the planet’s major population districts. These men and women are led by a prime minister chosen by a council vote. Since the council’s alliance with the Empire, however, its members have earned lifetime appointments to their posts; what other changes the Empire may enforce is still uncertain." (Source http://www.swtor-spy.com/codex/corellian-government/1176/ )
  15. Hey Everyone! A quick Update: I have added 3 more Profiles to the Revenge of Revan Website revengeofrevan.com We have started to test a few more modules and writing more scenes for the game. I hope to increase the updates as we move toward spring. On a side note- I was involve in the Global Game Jam this past weekend. 48hrs to build a game. Our team of 6 built a game called ""Panic Cycle" Link: http://globalgamejam.org/2013/panic-cycle Its free to download - plus there are about 35,000 other free games that were created during the weekend- globally Check it out- oh hit F4 to expand the game screen to full screen. MORE TO COME, Logan
  16. Happy New Year!

    1. JediExile

      JediExile

      Happy New Years to you, too! :)

  17. Logan23

    Help!

    Did you place all the files in the proper folders? What it sounds like is that you placed the override folder's files in but not the movie or the .mod files What could also be is that the intro module file is the same name as the one in the original, so if it's not overridden then it sees the original and not the RoR one. Can you explain if you placed all files in the proper folders? thanks
  18. Right now I have been building more detailed documentation of the Story Bible for RoR to allow new writers to come on board. This is actually a long process and needs a good deal of detail since the individuals who will be working on the dialogue to quest writing will be not in the same room as me, plus I want to make sure all the background details are there so they feel comfortable and confident with the writing process. Once this the Story bible and rest of the Docs are all looked and and approved to give all the info that the writers need then you will see a increase in content updates and development. Thanks for the Support! =)
  19. The Mod DayZ is awesome!!! Check it out Dayzmod.com

    1. Malkior

      Malkior

      I have to say after watching a few in-game videos, it looks and acts just like a zombie movie.

       

      The distanced communication for voice-chat actually made it realistic: basically if people get left behind, no one sees them again.

       

      Now if only they had in-game radios.

    2. Logan23

      Logan23

      I's still Alpha, but there is planned for Radio, whispers and shouts to help deal with Chat channels. There was a radio discovered in the game but how will some of this work- is not defined yet.

    3. Malkior

      Malkior

      Man, I can't imagine how cool it would be to have a group of people coordinating through radio chatter and then the other group hears them get overrun... What would also be cool would be to add interference in some places to make conversation that much more tense..

  20. Hey- just did an update

  21. Hey everyone! Time for another update- Today I have two topics I will be discussing: Once is how RoR will make some new uses or tweaks with the Kotor2’s Skill system and the second is about expanding the team. The Kotor skill system includes: Computer use Demolitions Stealth Awareness Persuade Repair Security Treat Injury We will not be removing any existing skill mechanics but to expand so these skills can influence certain events in the game. Computer Use Skill- This skill will no longer be tied to computer spikes. Computer Spikes will now be something you could just sell for extra money since now your skill number will more directly influence your ability to slice into a computer. All players will be able to slice into a computer but your computer skill number will determine your options. An example will be a player will slice a computer with a low skill number will get the normal access but if their skill number is high then you might unlock a chance to gas the enemies in the next room or activate a turret. Sometimes these options could be info on enemies in the area or tips, lore, etc. This skill does connect on the Security Skill since both are very close in nature. To help make a distinction between the two its best to look at Computer skill is about moving around the system while Security Skill revolves around defense or walls that involve access a door. I will explain more in the Security Skill section. But if you want to be a great slicer its best to get points in both of these areas since at times they will piggyback each other. Demolition Skill- This skill will now be checked at times during a conversation that will be about explosives. As Nindo being a arms dealer, this skill might get checked during some of his conversations with this companion. Stealth Skill- no changes or tweaks Awareness Skill- This will now be checked during conversations as well as investigating locations throughout the level. There will be invisible placeables which the player can click and there could be checks on the awareness that will determine what you discover including hints on lore, people, and even discover items/weapons. One goal I would like to do is to have some dialogue scenes play out a little different based on this awareness check. An Example will be a player who talks to a NPC and due to their Awareness level they can see that the NPC has a tattoo or marking that resembles a certain Hutt gang or another faction. This then can be clicked and influence how you could handle this NPC where another player would not get this option due to a low level of Awareness. Persuade Skill- This skill will work as the original use but we hope to expand on its use in major event/scenes. Repair Skill- We are looking to expand this into Crafting/Modifying gear for your Jedi to allow you to wear armor and still use Jedi Powers. The system which is still being tweaked for balance will allow players to take armor and modify it so you can use all force powers but will lower the original armor defense number so the player is not over powering yet can live out that non conventional Jedi dream. This skill will also be used in the creation of Jedi Armor Robes. Security Skill- This will be about breaking through secured doors as well as gaining access to secured sections of the computer system. These checks will be not as common as the Computer skill ones since this involves high level security areas. An example of this is a player is trying to open a secured door and the Security skill number determines how many waves of enemies will attack you before you get past the security on the door. Think of Return of the Jedi where Han Solo is trying to get the security door open to the base on Endor, you will have a scene of dialogue then enemies then another short dialogue then the next wave. If the Security skill is high you will have just one or two waves verse a possible two extra waves. Treat Injury Skill- no changes or tweaks These are subject for further tweaks based the flow and pacing of the game’s story and experience but I wanted to let you guys know that we are looking to bring them into the game in a more interactive way which can allow for more diverse experiences while playing Revenge of Revan. The Next Topic is about Expanding the RoR Team- During the past month or two I have been looking at how to remove barriers in the mod’s production and how to make it easier to allow new team members with in the writing area to come on board easier. I discovered looking through the internet that there really isn’t much on the project management side so I decided to design my own. I have been working on designing a system which includes a design document for RoR as well as a writer/quest creator/dialogue/ level layout package for new team members. This package allows new team members to see exactly what the tools for making content are for this mod. When I talk about tools I will be talking out level/planet layouts as well as how the dialogue system will work and the checks that can be used and the flow to get the writer/quest creator into content building and being creative without wondering what the method is. I also tackled what happens with your VO or writers don’t have the dlgeditor or even a PC system, and those were all solved. This brings us to what will be needed- I will be looking for writers for quest/dialogue for the mod. Writers will need to be 17 or above in age Grammar skills Understand- The Nine Act Structure Link for resources http://gideonsway.wordpress.com/2011/04/18/the-nine-act-structure-of-screenwriting/ Be able to get dialogue done in a timely fashion- I'm very flexible so you will be getting tasks but to get the next quest to write you must finish your present one. This is to keep the production from getting held up and not burden the writer since I know we all have a real life and i want to be able to find a sweet spot between the two. We will be using Google + to have group meeting to go over quest ideas and get them green lighted for the writing team to write/dialogue. You do not need the dlgeditor for kotor2 and you could also be on a Apple or Linux base system and still write for the mod. Right now we have 2 people for grammar check and I will let you know if we need more. People interested in also creating items/armor skins feel free to let me know. Please post here if you’re interested or in my public Logan23 message. Don’t send me a PM since I’m basically maxed out there so I won’t see them. Also we will see a few more Character Profiles added to the RoR website in May. MORE TO COME...... Logan23
  22. You are correct that the original plan was to get it out earlier but due to my job grabbing up a good deal of my time that got pushed back. I also came across some possible issues that could hurt the pipe line for the mod's production. I didn't want to get into a bind so I took some time to work on re-structuring the work pipe line for the project. The reason is- I plan to expand the team. I have already talked to some people with joining the team with writing/quest/ dialogue creating but also notice the Design Document for the mod needed to be updated to allow new team members an easy time to adjust. I have already fixed many issues in the Demo (Beta) and I still have a few more tweaks to make. VOs will be coming but right now I need to get everything lined up so it will make things easier for the writers and actors. I will have a better idea on ETA for the Patch once I see the new system is working. This is a new system for building a large mod like this without becoming over whelmed for the team and myself. This is a very big mod and the ACT1(first half of the game is going to be about around 8 or more hours of game play. Thanks for the support! Logan