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#170402 - 09/03/08 07:00 PM (SPOILERS) Total overhaul mod...space theme
Ninja Penguin Offline
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Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
Yes, I know this will probably end up killing any time i had left, but I'm in the process of making a mod of every graphic...make everything into a space-colony theme.
What I have so far is: (graphics)
- collectables
- map and areas
- 60% done with all female icons

Just some questions I was hoping for some input on.

- instead ofs:
- cheif - commander
- research lab - computer room
- alchemy components - computer parts
- orchard - biosphere garden
- sharks - aliens
- statue - ?
- rubble - ?
- leaves (roster of death) - ?
- fire - ?
- bath - ?
- graveyard - ?
- lift - ?

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#170403 - 09/03/08 07:37 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
Deathwing Offline
Master

Registered: 09/21/07
Posts: 545
Loc: GaiaOnline, DW_08 ^^
This is sounding cool \:\)
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#170404 - 09/03/08 08:00 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
Lurkily Offline
Guru

Registered: 06/04/08
Posts: 928
Loc: Right behind you.
Advice on a large mod, hmmm? I'll give you everything I can. I've been on mod teams for a lot of games, so hopefully I have some good ideas and suggestions left.

I had a similar idea for a TC that would need a total work-over of every image; it's a little different than yours. If you're interested in working together on that one, or even just tossing ideas back and forth, PM me. I could use more motivation myself. Not to mention that I can't figure out how some ideas would work, and I can't really get into something that I don't know if I could finish.

Research lab:I think due to the method of gaining tech points, the research room should be a research room; both tables can include computers and more sophisticated equipment, though.

Alchemy lab: The Alchemy lab makes potions, too, though. You can include a replicator or chemistry section (or whatever) with the equipment, to make an excuse for the drug-like effects of some potions, though.

The orchard might be difficult to put an entire sphere around; you might, though, put a sphere or a vertical glass column around each individual tree with some glassy, translucent reflective effects. Unfortunately, like humans, the trees appear to scale up as they grow, so the glass enclosure would change size as they grow, too. Perhaps a force-fieldish enclosure, if that's not too advanced.

You can't make a transparent effect like that part of the map; the tree would just be overlaid on top. If there's a way around that, I don't know of it.

Sharks:You might use malfunctioning security droids instead of sharks; using the computer room to make a reprogramming module (or whatever) would make sense.

Statue: Toughie. The statue really is so specific in its solution that it really can't be many different things via graphical mods. You might, though, change what it's a statue OF: Aliens? The Predator? Ewoks? The "Mega-Maid?"

I'm trying to come up with other possibilities for the statue; Perhaps a power core or something, but a player expects to gain some benefit from that. Since it grants no benefits, something aesthetic is probably best. Maybe just a huge viewscreen displaying the word "OBEY". (Okay, yes, I'm twisted.)

Rubble: Rubble is rubble, but it would just be the same puzzle all over again, if that were the case. Instead of clearing debris, how about using chunks of electronics instead of rocks, and directing the player to salvage electronics from the broken stuff, in order to get door controls working?

Then again, that might be a better idea for the three door keys.

Leaves: Perhaps you can replace broken electronics here - tossing out bad parts - to get the static viewscreen to display text, instead?

Fire: This is tough. Not only does it make people healthy, they dance around it. Space-age colonists don't generally dance around their carbon scrubbers or their air processors or their recycling systems. Maybe an entertainment area, just a bunch of viewscreens and speakers, here? The fire is animated, which is both good and bad; I don't think you can make the 'filmstrip' images larger so you can't fit more things in, but they're also animated, so you CAN do more with them, like make the screens show people moving around.

Bath: Bath. I mean, people gotta wash, right? You might turn it into a swimming pool, with a video-camera lifeguard keeping watch, but it's basically going to act like a bunch of people in water. Maybe you can make it an algae farm, producing oxygen from their labors? There's no way to make it a critical task, though.

Graveyard: Another toughie. There's not much you can do with this, except make it a graveyard, though you might change what TYPE it is; perhaps you can replace gravestones with cryogenic caskets; the dead would supposedly be revived when whatever killed them can be overcome.

Lift: Well, at the moment, it grants you access to the orchard by elevating villagers. Certainly you could 'tech-up' its image, but how to explain why such technology only functions in the rain? Perhaps the lightning provides the power needed, beyond what fuels life-support. I don't have a lot of ideas for this one.


Edited by Lurkily (09/03/08 08:04 PM)

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#170406 - 09/03/08 08:09 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Lurkily]
Rusty55 Offline
Expert

Registered: 06/06/08
Posts: 127
Loc: Not here, Not there, I WILL NO...
statue can be a rocket \:\)
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#170417 - 09/03/08 08:43 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Rusty55]
Lurkily Offline
Guru

Registered: 06/04/08
Posts: 928
Loc: Right behind you.
Yeah, but why fix a rocket that you never launch? Unfortunately, once that puzzle's completed, it doesn't ever change visually again, and there's no benefit that can be conferred by completing it.

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#170418 - 09/03/08 08:57 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Rusty55]
Ninja Penguin Offline
Adviser

Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
hmmm... I've been thinking perhaps combine what I want to do with what's already there (gotta re-do all my base maps grrr) How about this, space colony crashed on an alien planet? That'll solve issues like fire, not having to deal with spheres over objects. As for the statue, maybe an antena or part of their crashed ship?
Maybe for the bath make it like the pool from Caccoon? make it glow and such.
As for alchemy, I was thinking of having computer parts for the room that fixes a pharmacy dispenser (providing you supply the correct drug pieces)

Thanks for everyo

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#170420 - 09/03/08 09:30 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
Lurkily Offline
Guru

Registered: 06/04/08
Posts: 928
Loc: Right behind you.
Antenna works for the statue; I'm not sure how a colony crashes. I thought perhaps you were reviving a defunct colony, but now it sounds like you were aiming to have several domes or somesuch, separated by empty space?

My first impression is that the entire area would be under a dome; perhaps translucent segments of the dome could be visible over some of the lower edges, but fade out very quickly, so as not to interfere with the play area. Also because you don't want villagers to walk over the graphic that they're supposed to appear to be underneath.

A livable, self-sufficient dome should, realistically, be pretty big, plenty big to cover the play area, I think.

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#170423 - 09/03/08 10:04 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Lurkily]
Ninja Penguin Offline
Adviser

Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
My first idea was to have it on like the moon with everything in the game now under one huge dome which is only visible when you go to the map screen.

Anyway, here are some more ideas I've had:

fire - home made generator that uses fire to run
statue - "supporting" column for the dome (needs to be fixed to make sure dome doesn't collapse?)
fishing - mineral gathering (sharks=aliens?) since only the head is shown in the water I was planning on putting them in a "space" suit

also, as for the background story, here's what's been bouncing around my brain:

Just as with vv3, a family ... ok, let's just steal the Lost in Space plot but have the family crash land on an asteroid where they find an ancient human space colony now in ruins but still supports basic life functions (air, food, etc.) their crashed ship (wood pile near honey) gives them some supplies for building / fixing structures and the rest of the plot sticks with vv3.

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#170424 - 09/03/08 10:16 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Lurkily]
Rusty55 Offline
Expert

Registered: 06/06/08
Posts: 127
Loc: Not here, Not there, I WILL NO...
Originally Posted By: Lurkily
Yeah, but why fix a rocket that you never launch? Unfortunately, once that puzzle's completed, it doesn't ever change visually again, and there's no benefit that can be conferred by completing it.
the rocket would landon a planet and get a space rock (pearl)
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"Awww man, somebody spilled rasberry juice all over the floor!"

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#170447 - 09/03/08 11:26 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Rusty55]
Lurkily Offline
Guru

Registered: 06/04/08
Posts: 928
Loc: Right behind you.
Originally Posted By: Rusty55
Originally Posted By: Lurkily
Yeah, but why fix a rocket that you never launch? Unfortunately, once that puzzle's completed, it doesn't ever change visually again, and there's no benefit that can be conferred by completing it.
the rocket would landon a planet and get a space rock (pearl)
But we can only make graphical changes. There would be no implication that the rocket is the reason that the pearl appeared, except that experienced players know that the puzzle works that way. We can't even add or edit a text notification.

Then again, this is something I didn't like about the VV statue puzzle, either; the reason building a statue should expose a pearl was never clear to me. Maybe I blow through the game's opening text notifications too quickly?

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#170549 - 09/04/08 08:18 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Lurkily]
Rusty55 Offline
Expert

Registered: 06/06/08
Posts: 127
Loc: Not here, Not there, I WILL NO...
Originally Posted By: Lurkily
But we can only make graphical changes. There would be no implication that the rocket is the reason that the pearl appeared, except that experienced players know that the puzzle works that way. We can't even add or edit a text notification.
we dont have to edit the notification since we dont edit text on other puzzles (alchemy lab,sharks)
_________________________
"Awww man, somebody spilled rasberry juice all over the floor!"

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#170554 - 09/04/08 08:44 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Rusty55]
Ninja Penguin Offline
Adviser

Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
i'm working on an adobe illustrator file for the map which i am adding layers for each part / puzzle. If anyone would like a copy of the file, PM me.

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#170568 - 09/04/08 10:18 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
Lurkily Offline
Guru

Registered: 06/04/08
Posts: 928
Loc: Right behind you.
Originally Posted By: Rusty55
Originally Posted By: Lurkily
But we can only make graphical changes. There would be no implication that the rocket is the reason that the pearl appeared, except that experienced players know that the puzzle works that way. We can't even add or edit a text notification.
we dont have to edit the notification since we dont edit text on other puzzles (alchemy lab,sharks)
I'm sorry, I wasn't aware that you were working with LinuxGNUru on this. But it's not, "We don't have to." I think you mean, "It's impossible for us to."

My point is, nothing ever implies that it goes anywhere, or retrieves anything, unless the player reads the mod's readme files for an explanation. The only way the player knows they're connected in any way is because the player already knows (if they've completed the statue puzzle before) that this is how the puzzle works.

This is no different from the original statue puzzle, true, but I just don't think it's helpful to create puzzles that look functional, and then never seem to function.

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#170570 - 09/04/08 10:43 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Lurkily]
Ninja Penguin Offline
Adviser

Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
Perhaps if you could see the object the statue/ship/whatever is laying on top of but can't pull it free; thus the need to first move the statue/ship? additionally, the object that needs "pushed by the villagers " in the game is just because it's too pretty to leave broken (that's what I took anyway) but what if the object was an antana so the people can get tv shows?

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#170571 - 09/04/08 10:51 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Lurkily]
Rusty55 Offline
Expert

Registered: 06/06/08
Posts: 127
Loc: Not here, Not there, I WILL NO...
Originally Posted By: Lurkily
I'm sorry, I wasn't aware that you were working with LinuxGNUru on this.
I guess we (me you and LinuxGNUru) are a team for this project \:\)
_________________________
"Awww man, somebody spilled rasberry juice all over the floor!"

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#170572 - 09/04/08 11:03 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Rusty55]
Ninja Penguin Offline
Adviser

Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
*throws macbook against wall* ok, for the time being, i'm going to focus work on just the UI changes (make buttons more metal/computer like instead of rock) should be done tonight.

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#170576 - 09/04/08 11:21 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
Lurkily Offline
Guru

Registered: 06/04/08
Posts: 928
Loc: Right behind you.
I can do some texture work, if you need it. I have some examples of textures and random other stuff up at deviantART. I'd reccomend the treasure-map paper and brushed copper textures, as my better ones.

Depending on my motivation, my output may not be tremendous, but I can help out. Motivation's been a problem lately. Inspiration, too. Hard to find a good muse, these days.

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#170592 - 09/05/08 02:01 AM Re: (SPOILERS) Total overhaul mod...space theme [Re: Lurkily]
milou Offline
Adviser

Registered: 10/07/07
Posts: 58

Can't help with any of the techie stuff ... but the sci-fi geek in me totally loves this idea!!

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#170668 - 09/05/08 07:41 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: milou]
Lurkily Offline
Guru

Registered: 06/04/08
Posts: 928
Loc: Right behind you.
I had a thought a while ago of a much larger scale colony; colonizing a system instead of a planet. All the villagers symbolized by utility ships of various types, the 'love shack' turned into a shipyard. (Not sure how to manage that whole nursing problem.) Different puzzles could constitute orbital engineering projects, space stations, etc. There are various issues that make it difficult though; like LinuxGNUru, (Ninja Penguins rule!) I don't know what to do with the weather, (clouds, sunlight in space?) and what spaceship has a 'head?' Then there's the issue of creating so many blockages to travel in space; there just aren't realistically so many places you have to go around in a solar system.

I'm reluctant to even start because the volume of work is huge, and all detailed. I'm also reluctant because I couldn't motivate myself to do it unless I knew it could be finished.

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#170680 - 09/05/08 09:24 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Lurkily]
williamani Offline
Consigliere

Registered: 07/17/08
Posts: 386
Loc: I am now here.
i prefer TC as the same.

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#170681 - 09/05/08 09:28 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: williamani]
Lurkily Offline
Guru

Registered: 06/04/08
Posts: 928
Loc: Right behind you.
Originally Posted By: williamani
i prefer TC as the same.
I don't know what you mean . . .

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#170682 - 09/05/08 09:34 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Lurkily]
williamani Offline
Consigliere

Registered: 07/17/08
Posts: 386
Loc: I am now here.
i mean, i don't want any changes to TC. i love the way it is.

but, you can still have your mod done, sounds very interesting. sorry if mean.


Edited by williamani (09/05/08 09:39 PM)

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#170691 - 09/05/08 10:44 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: williamani]
Ninja Penguin Offline
Adviser

Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
I've thrown up a change of all numbers into a LED like font (did it all by hand grr) anyway, what font should I use for the rest? same LED? I found an old typewritter font that looks cool; it has bits and pieces missing / added. I was thinking, anyone here ever play Fallout or Fallout 2? if so, i like the old looking push buttons. I can make great buttons; just no idea how to make them "old"

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#170704 - 09/06/08 12:53 AM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
Lurkily Offline
Guru

Registered: 06/04/08
Posts: 928
Loc: Right behind you.
Stalker1 is a nice techy-type font; I used it for the text of a barcode. It looks very machine-readable, if you know what I mean.

I LOVE Fallout; even Tactics, which was a commercial failure. FO:BoS is the only Fallout I cannot love. I'm also not holding out hope for FO3.

I can do some grunging-up if you like; scratches and gouges and faded text and such. If you're using adobe, is it a .psd file you're using? If I could retain the layers, it would make it MUCH easier to grunge up the text and the button surface separately.

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#170705 - 09/06/08 12:59 AM Re: (SPOILERS) Total overhaul mod...space theme [Re: Lurkily]
Ninja Penguin Offline
Adviser

Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
I'm using photoshop cs2 mixed with illustrator. if i have to, i also have been using macromedia fireworks (i know it's old but it does have some advantages) I'll throw a psd of the UI i'm working on to my website.

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#170712 - 09/06/08 02:26 AM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
Ninja Penguin Offline
Adviser

Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
Here's a screenshot of "a work in progress" for the UI.




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#170713 - 09/06/08 02:27 AM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
Miss Monkey Girl Offline
Fan Fiction Enthusiast

Registered: 05/24/08
Posts: 546
Loc: Home
Wow. \:o I'm speechless.

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#170723 - 09/06/08 04:00 AM Re: (SPOILERS) Total overhaul mod...space theme [Re: Miss Monkey Girl]
Lurkily Offline
Guru

Registered: 06/04/08
Posts: 928
Loc: Right behind you.
Toss me a .psd of the buttons you're using.

Better yet, it looks like you're using mostly layer effects; I'll pull the color you're using out of the image with my color picker, and remake it, then scuff it up four or five ways for four or five different buttons. If you're going for Fallout style, maybe a chisel bevel would work better?

Won't be able to do anything until tuesday, though.

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#170729 - 09/06/08 04:40 AM Re: (SPOILERS) Total overhaul mod...space theme [Re: Lurkily]
Ninja Penguin Offline
Adviser

Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
honestly, i haven't really started on the buttons. what you see is merely a "place holder" god i hate using quotation marks...

anyway, internet permitting, i'll throw a PSD of what i did later on.

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#170730 - 09/06/08 04:46 AM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
Ninja Penguin Offline
Adviser

Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
regarding fonts, I've found http://www.fontcubes.com VERY useful. going to attempt to change the fonts of VV3 to stalker1. wish me luck.

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#170745 - 09/06/08 05:54 AM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
Lurkily Offline
Guru

Registered: 06/04/08
Posts: 928
Loc: Right behind you.
I'm glad it was a placeholder. I was wondering what you'd say if I took some artistic license remaking them. Glad I don't have to. \:\)

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#170851 - 09/06/08 11:59 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
Ninja Penguin Offline
Adviser

Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
got a new screenshot of the UI i'm working on, bit big for some to just add here, so here's the URL for it.

Screen shot


Edited by Ninja Penguin (09/07/08 12:01 AM)

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#170906 - 09/07/08 03:36 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
laurence Offline
Fan Fiction Enthusiast

Registered: 11/23/06
Posts: 4950
Loc: Paris, France
Wow! It's not exactly my cup of tea but I must tell that I'm impressed!! That's an interesting point of view ;\) and a really good job! Bravo!! \:\)
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#171477 - 09/13/08 04:52 AM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
Ninja Penguin Offline
Adviser

Registered: 08/28/08
Posts: 65
Loc: 2 01’26.22” S 33 52’49.68” E T...
After smashing my head in trying to get motivation to continue this; I came across this faciniating website. For anyone who wants to mod anything, this is a good start.

Edit: Link removed. Site contains content not suitable for children.


Edited by LadyCFII (09/13/08 01:55 PM)

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#171481 - 09/13/08 07:43 AM Re: (SPOILERS) Total overhaul mod...space theme [Re: Ninja Penguin]
emri Offline
Master

Registered: 12/29/07
Posts: 411
Loc: Land of oz,Ks
You need a game that takes place on a planet,not a island.

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#171488 - 09/13/08 11:58 AM Re: (SPOILERS) Total overhaul mod...space theme [Re: emri]
CaszaGirl16138 Offline
Consigliere

Registered: 08/09/08
Posts: 253
Loc: Australia (via TARDIS)
Looks good so far Ninja! I especially like the population/food/tech points bit \:\)

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#171500 - 09/13/08 02:12 PM Re: (SPOILERS) Total overhaul mod...space theme [Re: CaszaGirl16138]
Lurkily Offline
Guru

Registered: 06/04/08
Posts: 928
Loc: Right behind you.
I haven't managed motivation for your scarred and rusty buttons, yet, but I'll try to get on it today; my apologies. My graphical work has been in a bit of a slump.

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