Author Topic: PREVIEW: Snake-Priestess of Venus!  (Read 236 times)

Offline Nol Drek

  • Dungeon Craft Tester
  • Hero Member
  • ***
  • Posts: 2236
    • Nol Drek's Web Site
Re: PREVIEW: Snake-Priestess of Venus!
« Reply #15 on: April 14, 2018, 06:48:58 PM »
Now I get it: it's a famous line from the TV show "Laugh-In".

Here's another play on words from the 79 Buck Rogers TV Show:
https://www.youtube.com/watch?v=TVf00anmpxM
"Into the Drachensgrab Mountains!"

http://www.noldrek.com

Offline hans

  • Hero Member
  • *****
  • Posts: 2788
Re: PREVIEW: Snake-Priestess of Venus!
« Reply #16 on: April 14, 2018, 08:09:45 PM »
What Font editing programs?  Are they DOS based? (...And if so, why not use DosBox to run them?)
 

Fontedit, which comes with the full UAShell, and Dika Wolf's Feditor.  I tried them with DoxBox, but they didn't work.  Fortunately, thanks to Steve, that problem's behind me.   :)

Offline hans

  • Hero Member
  • *****
  • Posts: 2788
Re: PREVIEW: Snake-Priestess of Venus!
« Reply #17 on: April 15, 2018, 05:01:32 PM »
I am planning to give players a choice of combat difficulty level with this mod as I did with Oddities.  This will again impact starting items, and maybe a few specific encounters. 

I'm also thinking about maybe simulating the Buck Rogers skill system, even though only one or two might apply within the plot I have. 

I figure to work it something like this:  During an introduction at the start, before the mod proper begins, I will give a short list of skills and ask the Player to choose one that they'd like their team specialized in.  I will then assign a Special Item to their Inventory that has been named for that skill. 

Let's say the Player chose "Befriend Animal" as a specialized skill.  In the game then, when it's time to try to befriend an animal, I would give the Player a greater chance to succeed than if they didn't have that Special Item, using diverging Event Chains after checking for that Special Item.

I think that might be the best way to recreate a Buck Rogers feel in that regard. 

I plan for my mod to take place entirely on Venus, so I won't have to think about trying to simulate BR's exciting spaceship battles.  I think that would be a much tougher nut to crack.

Offline hans

  • Hero Member
  • *****
  • Posts: 2788
Re: PREVIEW: Snake-Priestess of Venus!
« Reply #18 on: April 19, 2018, 03:29:19 PM »
Below is a side-by-side comparison of my new Cbody (Player Characters) and the Buck Rogers games originals (as collected by GoldBoxFan). 

For the most part, I tried to maintain the general appearances of the originals. 

I kept the overall proportions, but shrunk the grossly oversized heads that had been given to some of them (the blonde fist-fighter, for example). 

I replaced the bulky bazooka weapons with grenade-launching rifles (last three, middle row). 

The jetpackers have no shadows because I tried to simulate a visual sense that they are airborne. 

I used a more subtle glow-effect for my swords and knives.

Because the game does not allow using two weapons at once, I used no sword+knife combos. 

I always felt that the original Desert-Runner icons looked more apelike than catlike, so I took more liberties with those.  With their hair and attire, I shot for a Native-American-meets-Mad-Max style. 

My Tinkers are slightly taller than their original counterparts.  Unlike Desert-Runners, we never saw a Pic of a Tinker in the SSI games.  Researching their appearance, I discovered there are widely divergent descriptions. 
There is this clumsy-looking monstrosity:
http://3.bp.blogspot.com/-oc8sTGSm9Gs/TsVeKvfadaI/AAAAAAAABQ4/ChdqLidYpYE/s1600/buckrogers_tinker.jpg 
While on the other end of the spectrum we find something more Halfling or Gnomelike:
https://www.heroforge.com/load_config%3D1238223/

 

anything