Magical Mod and some voxeled Creations

Hi!! this post it’s going to be more kind of a tutorial than pure magical stuff… but i think that it’s really worth and i hope it helps a lot of people when they create some buildings, hope you like it!! and fell free to ask anything!

BUILDING 101:

The first model of a house i made it’s the magical one you’ve already seen: image

but then i tried to pump it up so the vilagers fit in and my PC crashed because the model was so big,and it was a disaster.
And then i though: wait a minute!! the houses shown in the videos were much more simpler, and they added the details later… so for more inspiration, i’ve been watching this video: http://www.youtube.com/watch?v=lCFjqtj8i6M a lot of times.

And i realized that every house that i make, has to be malleable to the user’s plans(so he can make more floors, like 7x7 floor, 15x12 or 4x9. and different sizes, but i gues there will be a minimun size for plans like a 5x5 and a max size like 30x30), and that every other details that are not structural (like doors, lamps, windows, signs, etc…) can be attached later;
AND (this is very important) Every detail (mentioned above), can be another model completely diferent that we resize in the game to fit with the houses!!!

This means that we can make really good detailed doors, and include them in the house, without having to make a huge model of the house to include a detailed door.

So i’m making this time another magical hut but, you’ll see that it doesn’t take too much time to design and create buildings.

First, we should know which it’s the correct height (aproximately) so the villagers can enter in their house without hurting their heads, and watching the same video: http://www.youtube.com/watch?v=lCFjqtj8i6M , it’s easy to see that every 5 voxels it’s 1 floor and the roof are another 5. So a basic house with 1 floor would have a height of 10 blocks.

Second, usually every building has a door, and the door needs at least a 3x4 hole minimun in the wall to fit. So we left that space to have an idea on where can it be. So with this basic ideas: walls, roof and a hole for the door, we make our house with 10 heigh for 1 floor house, 15 heigh for a 2 floor house… etc.

image

Then we have to remember that the house it’s modular, so we disasemble it in their pieces more important (in my magical hut, the more important pieces are the left/right wall, the roof and the front/rear walls, the floor can be combined with anything because it doesn’t changes)

image

And presto!! i think that with this pieces we can program later to adjust the walls to different lenghs (because this house in partcular it’s for a 10x10 plan, but if the player wants a biger/smaller one like 12x12 or 9x7 then the walls and roof size would be diferent, and the model would have to be tweaked a little bit to fit with our walls plans… i hope you can understand me )

For an example on how we can make great detailed objects, i’m going to show how i create a door. First, i need an idea on how much space would it need to fit in the basic model, so instead of picking the 10x10 house we made previously, i will use a scale 2:1, so, every 2x2 voxels, will represent 1 voxel in the little model, so with this idea, i create this small door: image (orange for the wall and yellow for the floor) As you can see, it’s 6x8, exactly the double of our hole that we left before, but if watch carefully the image, you will see that thanks to doubling the scale, we can make the walls of the door thiner, giving it a better aspect.

And now, to add detail, we just pump up our model 4 times, this will allow us to add ton of details, and keep a proportion for when we place it inside our house:
image

then we use model a half of the model, use our cut/copy/invert and eureka!! we got it!!: image.

So i hope you understand the process that i’ve explained… i use this system to make proportional details like lamps and chimneys and other details to add later. Probably with the editor included in the beta, we can resize our super detailed models to fit in the houses, and make the creation of buildings an easier process.

EDIT: correting typo

I’m in the middle of my ending-degree-exams, so i won’t be able to upload more images in a while, sorry! But as soon as i end the exams, you’ll see more new magical things ^^

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Hmm…yes fascinating I shall add this to my collection!

HUGE smoky cloud suddenly appears
Hi everybody!!!

I’m not dead!!! hahaha cough cough cough

finally my exams are over and now i have holidays and i can start my life again and work in another projects: learning Java, Lua, play minecraft, Skyrim and a ton of games that i have on my list, but also it’s Qubicle time!!

voxels start floating around the room

This weeks i’ll start to work on models for my mod; also, i’ll be tweaking the existing ones with the new ideas that i get from the twitch videos that Tom makes, he’s sooo good with cubicle :D.

Spheres are bad… Spheres are EVIL!!

Hopefuly i’ve enough ideas and material to make a minimun post every week, we’ll see;

a little bit of this… a little bit of that…

So stay tuned people!! I’m back!!!

POUF

And the mighty wizard Raistlin vanishes in the middle of a smoke cloud

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welcome back! :smile:

any chance of a hint as to pending mod and or model designs?

Holy crap this is a nice thread :smiley: another one for me to follow. Great magical weapons @Raistlin and @Yangzhoui.

mmmm actually i’m working on a design document to know hat do i want to have in the mod; like, what resources will i use, what classes i want to create, or what nasty things can happen to you if you overdo magic stuff.

I’m not even close to a nice base idea to put all together and this is because i don’t even know how it’s going to be the gameplay, so… you won’t see a proper idea of the mod until the beta it’s out probably :stuck_out_tongue:

Sooo even if i don’t have the game, i know what things will need my wizards to work/progress in their magic lifes, and in the next weeks you can expect some decoration that can only be made with magic, or magic tools that our wizards will use like staffs, and i’ll try to have at least the tier 1 or 2 of the magic workshop made :smiley:

Oh!! and ty @GrimMethod for the follow!! i’ll try to make more content soon :stuck_out_tongue:

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Salutations fellow wizard!

I would like to form a partnership with you, since you seem to be the only wizard who is crazy like I am…or not.

I like your creations!
I hope you will keep me and other wizards informed about new ideas.
Of course, it will be likewise on my part.

I was going to give you a gift, but, I accidentally brought it to life…

I will have to get you a better one…a one that dose not try to kill you…or me…

-Wizard Max-

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Salutations again good wizard!

I felt terrible about your present. (don’t worry, I have taken care of that pesky thing)

So I decided that I will create you another one, called Grimm’s Hand…

This staff is made out of wood called Grimm wood.
As any staff it has a magical property.
It appears that if you put up a unlit lantern to the wood it fills it up with some sort of light, I do not know what sort, but if you need to summon the Grimm Tree roots it will aid you in that sort if thing as well as illusions of casting shadows with that light. I would be careful though if I were you, I have no clue, as how this tree became to be.
(I am currently studding that)

Here is a wire version.

I hope it is handy!

Enjoy

-Wizard Max-

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Hello!! First, thanks for the lamp!! ^^ It looks really great!! :smiley:

Second… Hi!, I’m… back?? well… i know i’ve been MIA for quite a few months, but that doesn’t mean i’ve forgot about this mod or this idea ^^, i’ve just being working in other things (like finishing my degree :stuck_out_tongue: ) I’m still studiying so i don’t have much time to spare in other things that i like as playing games, or learning programation, but i’m always keeping an eye on this awesome game. I’ve not missed a single Tuesday post, and i’ve watched every stream (in the video section… because when they stream it’s 04:00 AM here haha). Anyway, let’s talk about my mod;

Right now, there’s no game to mod (well… there’s a terraingen with the graphics test V2, but that’s all) So i’ve spent this months just thinking how this mod it’s going to fit into the game: what gameplay adds, what new materials will it use, what classes for our villagers i’ll create, what consecuences will the magic have, and much more things.

I could have done ton of models for things like resources or wizards and staffs… but i prefer to wait until i have a really clear idea about what i want to do with the mod.

So here are some conclusions that i’ve arrived after this time:

Gameplay: This mod will be focused on Magic. Pure Magic, Zero technology. First, let’s remeber that the game it’s focused about managing our city, so with that in mind, i’ll start:

So, how the magic will work?? well, magic will be a natural resource present in all things that live and breathe. You will be able to tame it’s power thanks to your wizards. The better the wizards and it’s workplaces, the better spells you’ll be able to create and manage.

But it has some drawbacks, the more spells you use in one place, the TD (Thaum Density, One thaum is defined to be the amount of magic which is needed to create a white pigeon or three billiard balls.) will increase… and it can cause some BIG troubles (believe me i’ve an evil side when i’ve to think about bad things related to magic xD, you really don’t want to create a magical mess with spells hahaha).
But this is not all… also, the more speels your wizards cast, it wll create some residual magic… this residual magic can be really dangerous too if it reaches high TD levels, fortunately, it can be treated to lower the TD and the danger.

So this is the “Core” of my mod: magic, managed by wizards, to make spells to help your city, this spells will allow the player to:

  • Automate worker’s tasks (anything a worker can do, can be done with magic)
  • Creating powerful tools/weapons to help any other class (not enchanting, but creation of new items, magical axes, bows, hoe, fabric…)
  • defend against dangerous enemies (fireballs, magic missiles, and such.)

This are some examples, but once we can have access to more classes in the game and we can see how the game it’s played, then i’ll be able to know where magic can help our cities and create cool stuff for it ^^.

Resources: So my wizards, to make all of this, they will need some resources to craft their spells and wands and staffs and all the magic things; mos of the resources, will be the ones avaiable in the game like gold, iron, some precious jewels, paper, leather…
But for more advanced spells and things, i’ll introduce my own resources, like: Octiron or Sapient Pearwood (yes, there’ll be a luggage :p): i’d like to have 2-3 ores and 2-3 woods… and then maybe i’ll add some magical herbs and plants this resources won’t be so common and they will be dangerous to gather (maybe because they are in a dangerous enviroment, or maybe because they can explode when gathered). Also if i need more resources to add variety, i’ll probably use the resources collected in The planes, one of the features announced a long time ago.

Class: If you’ve read until here, then you’ve already seen that i talk about wizards, but my plan it’s to make a really wide class tree with options to focus in a variety of classes that will allow your wizards to accomplish multiples tasks; so all the workers will start as apprentices, and i’ll create 2 main branches (at least at the begining :p)

  1. Wizard Brach: much more focused on crafting spells and tools, they are quite inteligent. They are much more efficient using magic than his partners the Sorcerers. The ultimate class in this tree, it’s the Archmage.
  2. Sorcerer Branch: much more focused on casting tons of spells, they are really powerful using raw magic, but their investigation skills are really bad… and also they use more magic to cast any spell, creating dangerous situtions in a few seconds… anyway, if you want to blast that troll face with brute force in the shape of a fireball, this is your choice. The ultimte class in this tree it’s the Sourcerer.

In the game, i’ll try to balance this two branches, so you can play with only one of them or with both, focusing in diferent gamplay styles for each of the classes, to create a fun experience. In the long run, Wizards will be better to create complicated but precise spells, while sorcerers will be able to cast much more spells at the cost of simplicity.

I don’t know exactly how this is going to work, but this are my plans right now…

So, once we have the Beta (i think the alpha it’s too son to start modding… because probably every week there will be parts of the main coded completely reworked) i’ll try to start modding all this ideas, but until then, i’ll be thinking about how to really implement all of this in a fun way, to make this mod :grin:
Hope you like it!! I’ll see you… next year?? (i’ll finish my exams in frebuary… so… don’t expect much more info until then hehe)

See ya!!

Mmm should i create a new post in the Mod Sub-forums?? or should i stick with this one??

welcome back! :smile:

no sir, i believe this is in the right place… :+1:

Hello everyone!! I’m somewhat here again… well i’ve always been here… i just have too many things to do :p, but at least this time i can write something interesting about my Magic Mod.

I’ve decided to start making the first steps to make my Mod work, and for that, i need my initial class: The (i don’t know if i’ll call him like that in the future) mague apprentice!! :D. So in order to implement it, i have to make the tool to promote the class, the model the animation… and other important stuff like: The model; let’s say i’m really good at modelling… and i’ve never animated xD; but thanks to @voxel_pirate and his wonderful Guide From Picture to animation: Guide: "From a picture to an animation" i think i’ll be able to create and animate something xD.

So after some inspiration (thanks to the Pathfinder RPG Books), i’ve made what it looks an initial model, i don’t think it’s good enough (i’m not an artist designer, so i don’t know how to make cool and beautiful stuff, i just prefer programming :stuck_out_tongue:) and i’ve decided that maybe this great comunity can help me through the artist design process, to decide and help me with ideas for my models; So, here’s the first model.

It’s there anyway to make these images smaller and place them one besides the other??

Apart from this, i’ve used as an inspiration, this Pathfinder RPG image:

Ok, maybe more than inspiration, it’s like that image but… i have to simplify it a lot.

The thing is, my Qubicle model, has the things that i like to be the starter class: it’s simple but meaningfull enough to let the player know what unit it’s that one from far away. but i thing it lacks some details; what could i do so it fits better in the role? what do you think about the model? should i add a scroll somewhere?? maybe a book?? a wand?? i want to add some detail without cluttering the model

In these days i’ll try to separate all the parts of the model, and hopefully, the weekend i can start working in the walking animation. (because it will need a custom animation, i don’t know if you have paid attention to the detail that it doesn’t have “shoes” xD).

I hope you like the post! hopefully you’ll start to see more fo these thing in the future :stuck_out_tongue:

Greetings!

P.D. By the way, anyone has a basic female worker model?? I’m really bad reverse-engineering Tom’s models xD. or are those models in the files??

5 Likes

It needs a bit more detail. Other than that though, Great Work!

Awesome @Raistlin i like it :slight_smile: never seen this thread before.
Your apprentice looks good too. I was thinking which types of wizards are you planing?
It would be epic if there would be the white, red and black ones from Dragonlance and the other wizard classes would expand from them.
Also are you planning sorcerer bloodlines (like in pathfinder)? they should have more linear class paths. but there should be a lot of different bloodlines with a LOT of different abilities.

Also if you are thinking about Dragon Lance wizards wouldn’t it be awesome if you could build their towers and needed to take their test of high sorcery at the tower. it will work the same way as in the Dragonlance universe worser tests means stronger powers BUT also bigger psychical damage :smiley:

First I love your avatar!! xDD i didn’t knew about LFG until one of my friends told me about the comics… it’s been a long time since the last time i checked the series… but let’s ask your questions:

Im planing having like 3 major magic class branches: Wizards, Sorcerers, and Druids; and those 3 will have some upgrades until they reach the final state… i don’t have all the details right now, but once i have a better idea on how will those evolve, i’ll make somekind of image to clarify things :stuck_out_tongue:
I like the Idea of White/Red/Black wizards, it brings me really good memories, but i think that the color system it’s diferent from the class system. You could have red sorcerers, and white wizards… and in the Long run, the color of the robes was somekind of moral indicator to show who’s good and how’s bad. I’ll probably add something like that… but not in the firsts releases for sure xD.

Probably YES, this is the aproach i’m thinking to have to make more versatily for sorcerers; my idea of magic it’s to have the 9 magic shcools from the D&D/Path books, and while the wizards will be specialists (and the magic nerds xD), the sorcerers are more the pure raw magic users (but not so clever as wizards). So to specialize and personalize the sorcerers i’ll add SOME of the bloddlines; I don’t want to make it extra complicated to start, so i’ll start with something easy; and still, i don’t know how i’m going to upgrade to a bloodline, because usually you born with that power… I guess i’ll imagine something xD.

About the abilities… my idea of a magic class it’s to have various roles, while the wizard it’s more focused on crafting, and the sorcerer in casting spells; but i’d like that both of them can do either of those (but the sorcerer it’s not very efficient crafting as a wizard); so i don’t know if they’ll have skills, I’m sure there’s going to be a magic workshop, but i’m still thinking about how to implement the spell system… i don’t want to micro-manage them a lot, it’s not the point of the game.

Haha i didn’t remember the test!! but it sounds really FUN xD; I’m sure that there will be high sorcery towers in the world (Those will be included in the worldgen, and maybe some factions have a tower too), in fact my idea it’s that the last tier of the magic class workshop it’s going to be a High sorcery tower, that you’ll be able to personalize with a lot of cool materials and add a lot of FUN and magical properties (fliying tower OH YES, for example).

About the test… it’s a really good idea, but usually, the test was made for the council, and you can’t control that… so in this game, you’d send your wizards to the tower, and pray for the results…, i don’t know if that’s Fun enough to be implemented, because there would be a lot of RNG in the test, i’ll keep that idea around until i have something more solid to work on. This game it’s not even in Beta! xD.

On the other side… Important note: Buy the Stonhearth QC edition at least, to export the .qb files xD; Also i’m going to get rid of the Hat because it can cause future issues with the inventory slots :p, and i’m thinking about what’s the item that gives my worker access to magic? i mean, the carpenter has a saw, the trapper has a knife, what should be the appropiate tool for a magic class, maybe some pure-raw magic? :wink:

greetings!

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But. But. But… I liked the hat.
as long as you can get it as an accessory it is fine though.

I was thinking that sorcerers should be normal citizens showing signs of powers :slight_smile: then you could choose to control the powers through runes placed on their flesh or contain their power with the same methods :slight_smile: they should level up through further interaction with whatever their bloodline relate them to.
I would mean that sorcerers should come into existence with a separate class tree because sorcerers isn’t educated to what they are they learn it them self.

Druids should have a different class start too. I think that they should start their class by getting a staff with an animal carved into the top (like a bear or something)

Wizards item should be a spell book :stuck_out_tongue:

my thought with the colors was that fx. the black robes have a tendency to the darker arts. Which would mean that they would be upgraded into necromancers and stuff like that (they would probably also be specialized into killing magic).
Red robes are more neutral so they would be upgraded into more all-over types of wizard and maybe be golemmancer and so on :slight_smile:
White robes have tendency to good and will therefor be upgraded unto healers and people with special into protective magic.
there is two ways that wizards could chose their color

  1. The gamemaster chose the color according to how you have used the wizard until now
  2. The player choses the color

also i was thinking that people would go to the tests in your own tower because this is still stonehearth so we don’t need to follow Dragonlance lore strictly :stuck_out_tongue:

phew that was a lot of text :slight_smile:

I thought about this as well, but this would envolve too much RNG in the game, and i don’t want it to be like: “mm i guess what of my workers it’s a sorcerer in disguise” xD. So i’ll make it more like the carpenter, to keep the promotion flow stable across the game. So in order to have a Sorc, you give anyone the Sorc item, and it levels up. About the bloodlines… maybe i make the bloodline of that Sorc random, or maybe i let choose the player what Sorc does he want by making a specific tool to promote to a specific bloodline. I guess that’ll require some testing to see what’s more FUN. :smiley:

To promote a Sorc, i was thinking about: if the have a demon bloodline, then they should eat demon meat… or if the have the arcana bloodline, maybe they have to drink liquid magic…, i’ve plenty of ideas for evolving sorcerers, so don’t worry about that ^^.

What i’m not sure it’s about the initial class tool to level it up. But now that i’m thinking about the class tree;
My idea for the class tree, it’s to have a common class for all 3, and then you upgrade that apprentice into what you want (Sorc, Wiz or Druid). But actually, with how complicated the Sorc, Wiz and druid class tree can be, maybe i make different branches for each class. I’ll have to think about this and make a proper class tree.

And yes, Wizard tool it’s a spellbook xD, and druids… i was thinking about having an animal companion from early on, a staff with an animal carved it’s ok, but it’s not so characteristic as his animal companion.

yo have to think that the robe can be an item in the future, so, you just can choose what robe it’s wearing; maybe i make the colors into another system (in the character sheet) within the wizards so they can be associated in mini-guilds; so you can have white, red and black wizards, and that info would be displayed in some other grafical form different from the robes. This would affect it’s magical powers too, and they would have different behaviours when they’re Idle or when they cast certain spells based on his Color. I think that the choose of the color would be totally random, based maybe in what spells does it use the most, and what are the wizard’s activities. But first, i prefer to spend the time in the classes, and animations, and hopefully, introducing it into the alpha xD.

About the tests… it can be some sort of mid-late game feature to make your wizard progress; I can think about it as a high risk-high reward minigame (remember that the wizard can DIE in these tests) but it shouldn’t be obligatory for everyone to make the tests. Remeber that Magius was one of the greatests wizards in the world, and he never pass the tests xD.

greetings!

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I think i am empty for idea for now BUT i will be back later :stuck_out_tongue:

Aaaaand i am back @Raistlin what are you thoughts about:
Enemy wizards?
Orc shamans? (these are enemies too)
Warlocks and liches? (more enemies)
Witches? (good and bad ones)
Lone sages? (maybe a single tower where you could trade strong magic with your people)
Active gods?
Strong magical artifacts? (found in ruins and stuff)

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SO MANY WALLS OF TEXT ABOUT MAGIC!!!

I pray to the Great Wizzard that he may give me the speed to get the hell out while I can!

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too late :stuck_out_tongue_closed_eyes:

If Rincewind has taught me anything its that even if its too late, you can run away from any problem.

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