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Avatar Of Woe

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About Avatar Of Woe

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  1. Sorry for the late reply, haven't been here much. Let's make this official: The Shadowrun mod is on hiatus. It's the same old reasons for any hiatus: time, money and hardware failure. A few months ago a virus trashed my system, I lost a hell of lot of data, including all the work I'd put into the mod. In addition I'm juggling my time between work, study, Elwin's game, and general living, there's not enough room to fit the Shadowrun mod in there. Give it a few years, I might come back. If it's any consolation, development using the engine Elwin invented is continuing. It's been dubbed the Transient project, hosted on Sourceforge, but its still at the pre-alpha and design stages so there's no public demo. We are looking for new members though, so if you like dark fantasy-cyber-urban-horror fiction, or want to stretch your dev muscles on the forum, go here: http://sourceforge.net/projects/transient/ [/end shameless advertising]
  2. Merry Saturnalia and a Happy Sol Invictus!
  3. Elwin is suggesting a completely new game, with an engine customised to this project, which I suppose means it wouldn't be an Academagia mod anymore. It's a very tempting offer, but we'll see which engine this mod will get a demo of first.
  4. I still have to experiment with this, but I think inventory spaces may be hard coded in Year 1. Thats not to say that certain existing spaces can't start as disabled (or more accurately, all the items for a slot require the surgery before they can be used). Year 2 and Elwin may not have this limitation though. Overall, very doable.
  5. Schwarzbart; I can't guarantee how effective initiative will be, since I suspect most combat will take place in adventures, so it's up to the writer. The best I can do is link most of the Combat skills to Finesse and Expand that through Cyberware. This may change if Year 2 comes out with a huge and fleshy monster combat system, or if I migrate to Elwin's surprisingly flexible engine. Good call on the implanted weapons. For drones I was thinking of having a vehicle skill and a programming skill that could be divided for drones, or Matrix skills could provide a bonus to Vehicle skills if you had a datajack. Quality is certainly doable, but what do you mean by Fabric wear? Everyone; Had an idea: how about a hybrid system wear a one-shot action installs the basic cyber-wear, like a limb or internal computer, and spaces on the inventory screen are enabled that allow interchangeable accessories, like a weapon or wireless uplink?
  6. PM it is then, I'll contact you tomorrow. Back to the Topic: What do people want to see their Cyberware do? Simple augmentations like thermo-graphic eyes that Expand Insight? Or more complex, situational stats like maybe a Thermo-graphic Vision trait that pops up in adventures as an investigation, allowing you to see someone leaning against a door listening to you, or to negate the difficulty of seeing through smoke?
  7. Sounds fun, is it included in the demo? Oh, and is there any kind of AI designed or implemented? I was thinking stats on the left, main view area in the middle, and something informative on the right. A list of hotkeys or maybe a context sensative menu. One last question, since its late for me and we've kinda derialed the thread a bit: is there a website or anything where I can watch development or discuss this further?
  8. Any chance of mouse support? What do think about throwing in some roguelike RPG type exploration, using maps in ascii style? Seriously, what do you have against graphics? Or at least seperating the console into a three column format or something?
  9. Is the demo supposed to do more then cycle through three screens, or am I doing something wrong? Are you willing to share the source code? And what's the restriction on graphics?
  10. Those are some interesting questions! I feel that while gene splicing may not technically be unliving it is most certainly unnatural, same as all forms of bioware. I believe one of the books (can't remember which, 3rd ed Street Magic maybe) described essence loss as something like moving further away from your Astral Image, which is a byword for your soul. Basically changing your physical form through invasive surgery or gene splicing would cause your body to be dissimilar to your soul, thus making it harder to overlay your spiritual existence with your physical existence. In other words you would be further removed from your soul. Or something like that. As for a shaman emulating his totem, I'm reminded of some of the trials you had to go through to learn Meta-magic. It sounds like a spiritual journey of transformation, where you sacrifice some of your raw magic (through essence loss) to learn more about the nature of magic (by gaining meta-magic techniques). That could make for an awesome story if done right. Just my 2 cence. I suspect that the rules are different in some of the latest 4th ed books, which offer full conversion cyborgs (at least I think they do, I haven't read them), but usually packing yourself with ware didn't make you a zombie, just briefly insane and then dead. A true cyber-zombie was an abomination, a person whose spirit was bound to their own corpse, capable of magic with tons of Nightmare-ware augmentations. They were so heinous that they would warp astral space around themselves, making magic impossible. I haven't a clue about remote drones. I hope to include them, but I don't have many ideas yet. Now there's a generous offer! Do please tell me more about your engine.
  11. Design Update: Cyberware Cyberware, and later Bioware, is a huge part of Shadowrun. Firstly it's the great equalizer for mundanes against magic. Secondly it permutes the setting in every way, you can't walk down the street without seeing someone with a robot arm or fake eyes, and public opinion spans the full range from revolution to idolization. Thirdly it's an excellent metaphor for the dehumanizing effect of technology run wild, and part of the larger theme of being manipulated by things far greater then the individual. Basically it just isn't Shadowrun without the 'ware. So how are we to model this? I've three questions that need to be sounded out before deciding, chime in if you have any thoughts or opinions. 1) Do you want your Cyberware to be permanent or interchangeable? This is the difference between cyberware as a one-shot action and cyberware as an item. As an action it allows you to keep your inventory free for other things, though I don't know what those things would be yet. As an item you can use the convenient body slots in the inventory screen, take advantage of the shopping system, and probably mix and match effects in a more flexible way. 2) Do you want to see Essence and Magic loss? A huge part of the whole dehumanizing thing is that it's literal. Essence loss means that every piece of 'ware you use take another chip from your soul, bringing you closer to the inanimate machine that The Man wants you to be. As a side effect it also takes you further away from the living force of Magic, so mages lose their powers in addition to emotional death. But we don't necessarily have to do that to the player. Would you prefer Essence Loss without the Magic Loss? Or the option of becoming a magical cyber-juggernaut with no restrictions at all? Or would you like to go all the way to the extremes and become the mythical Cyber-Zombie Shadowrunner? Vote your favorite, and we'll decide how to implement it later. 3) Finally, how extreme do you want your range of Cyberware? That's a wide open question I'll sub divide this one for ease of use. Nightmare-ware: Do you want to replace your hands with steel tentacles? Wear cyber-limbs proportioned closer to an elephant? Mix your genes with cats, lizards and bears? Scoop your brain out and live though remote controlled drones? Subtle-ware: Do you think Cyborgs should have more subtle assets? Like bone reinforcement, discrete implanted data-jacks, pheromone enhancers, replacement limbs that look and function like a very healthy human? Side-effect-ware: Do you think that having parts of you that you knew weren't real would drive you mad? Do you think that forcing unnatural powers on your body should provoke a bad reaction? Things like Wired Reflexes that make you faster then lightning, but twitchy and prone to moving before thinking. Bullet proof skin that removes your sense of touch. Eyes that can pinpoint the hairs on a fly from a mile away, but get bombarded with Spam advertising when you walk down the street. Fashion-ware: Cyberware thats just for fun. Things like skin that changes color with your mood, Cat ears for no reason, or a masterfully sculpted bum. The kind of things that you would expect bored young people with lots of money, no sense of style and access to high tech surgeries with a hankering for the bizarre. :phew: Long post.
  12. Will the Year 2 Tools be compatible with the Year 1 Client? And will Year 2 be a seperate game or be more like a huge addon / patch to Year 1?
  13. Excellent, more modders can only be a good thing. And if you can't contribute to this project directly, you can still post your own experiences around the forum. It's still the early days, so it's like an untouched wilderness waiting for hackers to discover it's secrets. But enough talk, let us mod. For Science!
  14. Figured this was a more appropriate thread then the High Tech, Low Life one. So today I installed Academagia to a new directory and didn't install any patches. I installed the published from scratch Shadowrun official content and ran the game. It sort of worked, it loaded successfully and I could start a new game and enter name and attributes, but the System Error message box popped up while entering the name. Regardless the game ran fine, I joined a college, I could see backgrounds (although I think I'm forced to use the Academagia standard background types. My new background types didn't show up. Not good.) and classes and associated such were all there. Then I installed an older version which had a college but no classes. It worked just fine, no error messages. No skills either (but they are in the file), and no background (though a custom background was in the file), no images (because none were set up), and classes were still scheduled. I spent some time playing, classes seemed to be treated as if they didn't exist, there was no detention for skipping and I got as far as the weekend before it crashed for no clear reason. And just for fun I installed patch 11, rationalizing that since the patch was released with the mod tools, it should be the most compatible. With both versions I got as far as the opening adventure and then a System Error and crash. Research continues.
  15. Well, it's not a problem with images. I suspect that an object name is hardcoded, but that's just wild speculation.
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