SW'ian Gray!
Hey everyone, I'm currently in the process of renovation the visual appearance of many areas in the world (some of which haven't been touched since 2003!!) and I'm posting this thread to help keep track of the progress. If you have any suggestions for me, this is also the place to put them. If you'd like to see some screenshots of the changes, I have about a dozen hosted on my blog.
Completed Changes are in black; Planned Changes are in Red
Character Creation
---
* Added a dark zone
* Replaced torches with particle fire, changed lighting effects
* Offered a glossary of terms that new players can use to get better aquainted with game terms.
Merinel
---
* Added a Title Screen that is triggered upon landing at GZ
** Features buttons for the forums, tutorial, and to begin playing
* Streamlined some buildings around Merinel, added exterior details (such as trim) to others.
* Added zones to priest guild, magic users guild. Added particles around town where applicable
* Replaced fountain
* Added stables behind Priest Guild
* Added shrubbery and landscaping rocks/boulders to the SW of town
* NPCs have had the sequence command applied to them so that they are animated.
Turkel
---
* Added a green-misty zone throughout the entire area that features low gravity -- this change was made because a player commented how they enjoyed jumping from the trees, and the low-gravity accomodates jumping.
* Added particles where applicable.
* Made an implied path of objects from outside Merinel towards the Gro Lahr Mansion.
Orc Caves
---
* Re-designed the entrance area with a large orc statue overshadowing the cave entrance and Merinel.
* A group of dead trees bound the entrance to the orc caves.
* Added narration (say command allows text to be displayed in the chat window) in several instances as the player falls into the cave.
* Redesigned several rooms in the orc caves. In one instance you can actually jump through a window to another room as a shortcut.
* Added a dank zone and particles where applicable.
Traloria
---
* Major redesign of the city, which hasn't been touched since 2003-2004. The original intent of the build was not compromised, but instead was built upon and detailed further with new techniques.
* The cities exterior walls have had their texture changed, and also have railing along the exterior path so players won't fall.
* The hills around Traloria's west entrance have been raised and a second wall has been erected. The road enemy that spawned outside of Traloria now spawns on scaffolding in this area.
* The Town Center has been completely redesigned
** The central fountain now takes up nine cells and features flags that take advantage of cloth physics.
** A market has been set up in the Town Center, featuring a shop and easier access to Traloria's Army.
** A new structure has been established in the town center for detailing
** The main and secondary road texture schemes have been changed.
* Many buildings have been updated and their structures have been detailed. The main objective with these updates were to eliminate instances where players could see paper-thin walls.
* Several shops have been streamlined
* NPCs have had the sequence command applied to them so that they are animated. Additional NPCs have been added for atmosphere.
* Updated the Traloria Army Area
** Trashed the wooden barrier wall and replaced it with a thick brick wall.
** Made an arch/aqueduct wall in front of the entrance to separate it from the main path.
** Updated NPCs in the area
** Planned: Repair broken shop in the area
** Planned: Update Castle-build
Traloria Sewers
---
* A dank zone has been added
* Sewer water has been updated to particles and now appears green
* The sewer slime room with the gunky floor has been slightly touched up
* Several passageways have been detailed (windy instead of rectangular, windows into another passageway, etc.)
Gro Lahr Mansion
---
* Turkel Forest has been extended to the Gro Mansion and a gradient separates the two areas -- as you get closer to the Gro Mansion, all of the trees begin to die out.
* A dark red, misty zone encompasses the area.
* Narration has been applied to some puzzles around the house.
* An implied path has been created that connects Merinel to the Gro Mansion.
Fletz
---
* Planned: Trash the current stairway entrance to town and build a mover-enabled lift into the heart of the city.
* Planned: Evaluate several incomplete builds and see if they can be opened up.
* Planned: Apply sequences to all NPCs.
Dinas DWR
---
Planned: Design a major ferry area that travels to Traloria and Fletz. Since Traloria and Fletz are meant to be at war, they will instead have a satelite ferry that travels only to Dinas DWR. The ferry will teleport the player for a token sum and restore their health.
Completed Changes are in black; Planned Changes are in Red
Character Creation
---
* Added a dark zone
* Replaced torches with particle fire, changed lighting effects
* Offered a glossary of terms that new players can use to get better aquainted with game terms.
Merinel
---
* Added a Title Screen that is triggered upon landing at GZ
** Features buttons for the forums, tutorial, and to begin playing
* Streamlined some buildings around Merinel, added exterior details (such as trim) to others.
* Added zones to priest guild, magic users guild. Added particles around town where applicable
* Replaced fountain
* Added stables behind Priest Guild
* Added shrubbery and landscaping rocks/boulders to the SW of town
* NPCs have had the sequence command applied to them so that they are animated.
Turkel
---
* Added a green-misty zone throughout the entire area that features low gravity -- this change was made because a player commented how they enjoyed jumping from the trees, and the low-gravity accomodates jumping.
* Added particles where applicable.
* Made an implied path of objects from outside Merinel towards the Gro Lahr Mansion.
Orc Caves
---
* Re-designed the entrance area with a large orc statue overshadowing the cave entrance and Merinel.
* A group of dead trees bound the entrance to the orc caves.
* Added narration (say command allows text to be displayed in the chat window) in several instances as the player falls into the cave.
* Redesigned several rooms in the orc caves. In one instance you can actually jump through a window to another room as a shortcut.
* Added a dank zone and particles where applicable.
Traloria
---
* Major redesign of the city, which hasn't been touched since 2003-2004. The original intent of the build was not compromised, but instead was built upon and detailed further with new techniques.
* The cities exterior walls have had their texture changed, and also have railing along the exterior path so players won't fall.
* The hills around Traloria's west entrance have been raised and a second wall has been erected. The road enemy that spawned outside of Traloria now spawns on scaffolding in this area.
* The Town Center has been completely redesigned
** The central fountain now takes up nine cells and features flags that take advantage of cloth physics.
** A market has been set up in the Town Center, featuring a shop and easier access to Traloria's Army.
** A new structure has been established in the town center for detailing
** The main and secondary road texture schemes have been changed.
* Many buildings have been updated and their structures have been detailed. The main objective with these updates were to eliminate instances where players could see paper-thin walls.
* Several shops have been streamlined
* NPCs have had the sequence command applied to them so that they are animated. Additional NPCs have been added for atmosphere.
* Updated the Traloria Army Area
** Trashed the wooden barrier wall and replaced it with a thick brick wall.
** Made an arch/aqueduct wall in front of the entrance to separate it from the main path.
** Updated NPCs in the area
** Planned: Repair broken shop in the area
** Planned: Update Castle-build
Traloria Sewers
---
* A dank zone has been added
* Sewer water has been updated to particles and now appears green
* The sewer slime room with the gunky floor has been slightly touched up
* Several passageways have been detailed (windy instead of rectangular, windows into another passageway, etc.)
Gro Lahr Mansion
---
* Turkel Forest has been extended to the Gro Mansion and a gradient separates the two areas -- as you get closer to the Gro Mansion, all of the trees begin to die out.
* A dark red, misty zone encompasses the area.
* Narration has been applied to some puzzles around the house.
* An implied path has been created that connects Merinel to the Gro Mansion.
Fletz
---
* Planned: Trash the current stairway entrance to town and build a mover-enabled lift into the heart of the city.
* Planned: Evaluate several incomplete builds and see if they can be opened up.
* Planned: Apply sequences to all NPCs.
Dinas DWR
---
Planned: Design a major ferry area that travels to Traloria and Fletz. Since Traloria and Fletz are meant to be at war, they will instead have a satelite ferry that travels only to Dinas DWR. The ferry will teleport the player for a token sum and restore their health.
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