collapse

Author Topic: Bloodlines Prelude  (Read 26980 times)

Offline The Shadow Man

  • Antediluvian
  • *****
  • Posts: 727
Re: Bloodlines Prelude!
« Reply #15 on: February 21, 2017, 01:35:43 PM »
There's not a lot of information about this project, because it's still in a pretty early stage of developement. The first year of developement was simply me gaining experience in Hammer and coming up with a story. During the last couple of months, however, I made quite a lot of progress and I even planned to release a demo in december last year, but real life work and duties cancelled that.
If you want to know something about this mod, go ahead and ask. I check this forum for news almost every day and I'll answer as soon as I can.
Also, feel free to post ideas for game mechanics, revamped disciplines, and other additions. I like reading that!

It all looks great so far. Are you redoing Dementation by any chance? Its more or less Dominate with different effects and names.

Offline Entenschreck

  • Ancillus
  • ***
  • Posts: 247
Re: Bloodlines Prelude!
« Reply #16 on: February 21, 2017, 08:24:27 PM »
Quote
Now, I do not know to what length are you going to change the game

It's a prequel, so there's going to be a totally new story.
That's quite a lot of work and I can't predict how long it will take players to complete it, but I think that maybe six or seven hours are realistic. That depends on playstyle, of course.

Quote
The thing that made me especially happy is the actual information that you CAN PLAY AS A HUNTER

You'll start the game as a hunter, but you'll get embraced during one of your missions.
Starting off as a hunter offers some cool possibilities. You'll be able to see the sun once, for example. Apart from that I always like it when a game gives me the chance to have a different view on the enemies it presents to me. I'll try to show more of the hunters' human side by adding backstory, especially to the PC.


Quote
I am mostly interested in that: the weaponry, equipment, abilities etc

I'll go with what can be found in the game files. The PC's base equipment is made up of a crossbow, a torch, and a knife. Stronger weapons like a few rounds for the dragon's breath will probably be available at the society's armory. That might change, though, once I get to difficulty balancing.
As for abilities, I'll use Troika's Numina powers: Divine Sight, Shield of Faith, and Holy Light. I turned Holy Light into a targeted discipline, and used the first tier to restore the ability to pray in order to regain faithpoints. It can be activated by pressing the "feed" key.


Quote
I would be happy to provide ideas/suggestions; I can post them here or there will be a separate board/topic?

Here's the right place. Fire away!


Quote
It all looks great so far. Are you redoing Dementation by any chance? Its more or less Dominate with different effects and names

Yes, I'll try. Have you played the Camarilla Edition Mod? I really like the way Zer0morph changed the targeted disciplines in that mod and that's what I'll be trying to go for, too. I don't want to add complex new disciplines, since redoing disciplines is not the Prelude's main focus.
If you have any suggestion, please post them here, as it's not that easy to revamp two disciplines, which basically function alike, into ones that are different, yet still balanced and usefull to the same degree.

For example, I don't want to get rid of Brainwash. I'd much rather extend it's Duration a bit and call it "The Forgetfull Mind" and use it as Dominate 3, which is what Zer0morph did for CE, right?
Would having something like "Confusion" (Dementation 4; Calms nearby enemies and makes them wander around in a daze for a short period of time) make Dementation too similar again?

Offline Raving_Neonate

  • Rave.Period.
  • Antediluvian
  • *****
  • Posts: 539
  • Raving somewhere....
Re: Bloodlines Prelude!
« Reply #17 on: February 21, 2017, 09:39:03 PM »
From the things I have read Entenschreck, this will be the best game begging for me. ;)

Like I said, I am most intrigued by the hunter part (sorry for being on a sort of a soapbox with it), I mean being finally able to play as one. You have mentioned a "society's armory" - the idea by itself is awesome, but here I will step forward with a suggestion: maybe a whole new hub, featuring the base of the society of Leopold? Of course, it is a big job to create, but in the same time it's an excellent place to jump from if you wish to create something truly unique in the long run. That hub could be a center for a whole lot of new things that would "refresh" the game: new quests, bits of lore scattered and characters of course.
Adding a back story to the hunter is a great thing by itself in my opinion, since I carry that baggage all the way from VTMR and Christof (though not a hunter per se, but a medieval counterpart more or less). This leads me to ask the following: will there be a some sort of character creation? Though this is relative by itself if you play as the hunter for only two or three missions, but if it is a better part of the game spent in his shoes, maybe that customization (setting stat points) is not a bad idea.
So yes, most of my suggestions regarding the hunter part is based on the presumption that you will play as him for about 70% of the game (or around the given number). This could invite several interesting things: armor selection for the hunter pc; a broader array of usable weaponry (of course if you decide to move from the game's "standard repertoire") and special side missions that will serve as the conduit for his own story in the whole plot.

The second thing I would like to suggest is the weapon reliability in hunter's role (again, if you add/modify them): guns are clumsy in VTMB and this could prove deadly for a hunter that cannot face kindred/supernaturals in any other way (they have no disciplines or similar resistance), so maybe this "ballistic physics" could be adjusted/improved. Then again, that hunters' vulnerability draws the armor argument forth: definitely they need kevlar or something similar to last in a battle against a vampire. So maybe, unlike the kindred clothing in the original game, their armors could actually look like armor, with plates and fire-resistant trench coats.
In the UP+ patch, the flaming crossbow has been restored that can dish out considerable damage so maybe those variants of other weaponry could be brought to life/created (especially grenades). That would offer flexibility and an interesting concept for a whole different experience of the game. It is fairly logical that hunters will make up for their lack of supernatural abilities with more hardware so I think that this is rather important.

Perhaps I am being awfully presumptuous here or at least shooting in the dark since I do not much about the story (sorry for that), but these are my suggestions and I will keep rolling them up. Maybe you plan on adding a few new clans, but again, that depends on the hunter-vampire pc ratio. The entire idea behind your mod is awesome, especially the concept of playing as a "living being". I am eagerly awaiting any further news! ;)
« Last Edit: February 21, 2017, 09:41:48 PM by Raving_Neonate »
Me: "I love lollipops!"
WoD ST: "We don't allow lollipops, because we are too dark!"

Offline The Shadow Man

  • Antediluvian
  • *****
  • Posts: 727
Re: Bloodlines Prelude!
« Reply #18 on: February 22, 2017, 03:58:36 AM »
Well I don't want to step on any ones toes here or anything but if I'm honest playing a Hunter doesn't seem to be that interesting to me. I mean Vampire Hunters and Hunters of other such things as main characters is more common than Vampires and other supernaturals, in the case of Blade he is basically both. I like the story idea of a Hunter being turned into a Vampire but actually playing a Hunter doesn't seem that interesting to me. Also WoD Hunters have supernatural powers, for some reason, which I've never really got why but there we go, as 'heretical' as that may sound, in fact the further away we get from VtM the weirder WoD seems to me.

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6128
  • Unofficial Patcher
Re: Bloodlines Prelude!
« Reply #19 on: February 22, 2017, 08:09:27 AM »
Well I don't want to step on any ones toes here or anything but if I'm honest playing a Hunter doesn't seem to be that interesting to me.

No fear. Contrary to what Raving Neonate is hoping for, I guess the time you play as a hunter will only be 30% of the mod, if that, not the other way around. Also atrblizzard is thinking about a pure Hunter game so there might be some hope for people who like them...
« Last Edit: February 22, 2017, 08:38:48 AM by Wesp5 »

Offline Entenschreck

  • Ancillus
  • ***
  • Posts: 247
Re: Bloodlines Prelude!
« Reply #20 on: February 22, 2017, 05:42:26 PM »
Quote
No fear. Contrary to what Raving Neonate is hoping for, I guess the time you play as a hunter will only be 30% of the mod

Yep, that's right. There'll be a prologue mission that you'll even be able to skip, a second mission introducing an important NPC, and a third mission introducing something that might come in very handy later on. The embrace happens during that third mission. That's it. You'll play as a vampire from that point on.


Quote
This leads me to ask the following: will there be a some sort of character creation?

Character creation stays as it is. You'll create your char at the very beginning and a python script saves all the stats. Once that's done python changes the clan to "human", while keeping attribute and ability values.
After the embrace python changes the clan back and restores the disciplines.


Quote
maybe a whole new hub, featuring the base of the society of Leopold?

After the prologue you'll get to walk around in the monastery, pick up some weapons, and have a chat with Bach, but that's all.


Quote
This could invite several interesting things: armor selection for the hunter pc; a broader array of usable weaponry (of course if you decide to move from the game's "standard repertoire") and special side missions that will serve as the conduit for his own story in the whole plot

So far, I plan to have three different armors in the game. One set of regular cloths, then the body armor, which functions like the one in the original game and looks just like the regular cloths, and the riot gear, which you already know from the original game, too. The SWAT team in LaCroix's tower uses it.
As for new weapons, I'd totally include the stake launcher and the wooden stake if they ever get restored by somebody. Other than that I have absolutely no plans for new weapons.
Same goes for side quests. I'm focusing on the main quest first.

Sorry to disappoint you, but this mod is about what happens prior to the events of Bloodlines. The vampire-turned hunter thing is not really the main focus but rather some deep stuff to allow some roleplaying.

Offline Raving_Neonate

  • Rave.Period.
  • Antediluvian
  • *****
  • Posts: 539
  • Raving somewhere....
Re: Bloodlines Prelude!
« Reply #21 on: February 22, 2017, 08:23:33 PM »
Sorry for being overzealous about the hunter part, I was just blown away. ;) Either way I am sure that it will be a great VTMB experience, especially since I am really intrigued how did Jack and Co. snatch the sarcophagus (found it first and sent the location to Jonhansen) and planted the C4. The riot gear armor idea is also awesome.

Entenschreck, you have mentioned that the playthrough will last roughly seven hours depending on the game style, but I want to ask you the following: will there be another part of LA that you can explore? Like an additional hub? That would provide a dose of non-linear gameplay, but the premise of the entire thing (prior events) suggests otherwise though...

So, Atrblizzard is thinking about making a new hunter mod/game? that would be great indeed. ;)
« Last Edit: February 22, 2017, 08:27:12 PM by Raving_Neonate »
Me: "I love lollipops!"
WoD ST: "We don't allow lollipops, because we are too dark!"

Offline Entenschreck

  • Ancillus
  • ***
  • Posts: 247
Re: Bloodlines Prelude!
« Reply #22 on: February 24, 2017, 10:43:28 AM »
Quote
will there be another part of LA that you can explore? Like an additional hub?

Look at the first post in this thread and the screenshots attached to it.  :smile:

Offline Raving_Neonate

  • Rave.Period.
  • Antediluvian
  • *****
  • Posts: 539
  • Raving somewhere....
Re: Bloodlines Prelude!
« Reply #23 on: February 24, 2017, 11:03:17 AM »
Quote
will there be another part of LA that you can explore? Like an additional hub?

Look at the first post in this thread and the screenshots attached to it.  :smile:

 :facepalm: Thanks, my bad.
Me: "I love lollipops!"
WoD ST: "We don't allow lollipops, because we are too dark!"

Offline Altair57

  • Fledgling
  • *
  • Posts: 2
Re: Bloodlines Prelude!
« Reply #24 on: May 15, 2017, 05:06:19 PM »
Hello everyone ! It's my first post, yay :)
I'm gonna follow this thread, can't wait for more details, sounds super exciting. How cool would it be if it turned out we played as a vampire who gets killed at the beginning of Bloodlines (the one who embraces the main character) or one of the two vampires who capture the protagonist and the other :) It may sound dumb to some but I just like prequels that fit exactly into the original storyline (example - Star Wars: Rogue One -> New Hope).

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6128
  • Unofficial Patcher
Re: Bloodlines Prelude!
« Reply #25 on: May 15, 2017, 06:34:07 PM »
It may sound dumb to some but I just like prequels that fit exactly into the original storyline (example - Star Wars: Rogue One -> New Hope).

I hope the Prelude will fit much better to Bloodlines than Rogue One to New Hope because that did fit as bad as the prequels...

Offline burgermeister01

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 543
Re: Bloodlines Prelude!
« Reply #26 on: May 16, 2017, 05:39:33 PM »
It may sound dumb to some but I just like prequels that fit exactly into the original storyline (example - Star Wars: Rogue One -> New Hope).

I hope the Prelude will fit much better to Bloodlines than Rogue One to New Hope because that did fit as bad as the prequels...

You have the weirdest tastes in movies, Wesp  :razz:

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6128
  • Unofficial Patcher
Re: Bloodlines Prelude!
« Reply #27 on: May 16, 2017, 06:54:10 PM »
You have the weirdest tastes in movies, Wesp  :razz:

It was a cool movie, but bringing it up as an example of prequel to sequel consistency is just plain wrong! According to NH the plans were transmitted, in R1 they were physically delivered. In R1 there was no way Vader could have followed the Tantive IV according to the old SW universe rules. Which of course they break in every one of the new movies! And why should he let his stormtroopers enter the ship and die when it would be a piece of cake for him? Also I remember that I stole these plans as Kyle Katarn, so there ;)!

Offline The Shadow Man

  • Antediluvian
  • *****
  • Posts: 727
Re: Bloodlines Prelude!
« Reply #28 on: May 17, 2017, 12:10:50 AM »
I just realised I didn't reply to Entenscreck about Dementation. Yes I did try the Camarilla Edition, Dementation was quiet nice in that mod if I recall correctly. From what I gather the Disciplines are difficult to edit or 'create'.

Otherwise I'm wondering how the Prelude is coming along. After the loss of the Mad Network mod, I'm a little whats the word?

Offline Entenschreck

  • Ancillus
  • ***
  • Posts: 247
Re: Bloodlines Prelude!
« Reply #29 on: May 17, 2017, 06:33:53 PM »
Quote
Hello everyone ! It's my first post, yay :)

Welcome to Planet Vampire!

Quote
How cool would it be if it turned out we played as a vampire who gets killed at the beginning of Bloodlines (the one who embraces the main character)

Actually, that was my original idea when I started working on this mod, but in an attempt to turn this into a kind of community project I decided to go for a new playercharacter. Most people didn't like the fact that there could only be one possible ending. I'm totally with you! I also like that kind of prequels or parallel story arcs that perfectly fit into the main story.


Quote
You have the weirdest tastes in movies, Wesp  :razz:

Hey burgermeister, I recently discovered your Bloodlines Let's Play on YouTube and I noticed that the discipline viewmodel isn't doing what it should be doing. You probably need to rebind your Discipline key (currently bound to "vdiscipline_last") to "UP_Discipline". This will enable the real animations for the viewmodel.


Quote
From what I gather the Disciplines are difficult to edit or 'create'.

It's not particularly difficult to create/edit disciplines. Lenusk@ took it to more advanced level in the Antitribu Mod, but I'd rather keep it simple, since this is not a discipline mod. No summoning or that kind of stuff. I'm always open for suggestions. Here's what's currently on my list:

Thaumaturgy 1: By spending three blood points you'll add an item to your inventory that restores two blood points when consumed. A thaumaturgical bloodpack, basically. The max. number of that item equals your level of Thaumaturgy (max. 5 -> 10 blood points)


Dominate 2: Enables you to freely feed on a victim in public without violating the masquerade, just like when feeding on a blood doll. Should not work in combat.


Protean: I've been trying to make shapeshifting optional, so I can add more forms, like a rat form. It works, but the transformations are instant. I don't know how to add a nice transformation effect...


Animalism 4: Cause your target to enter frenzy. You can't frenzy for the next 30 seconds. That's anactual power from the PnP game.

Animalism 5: Enter a controlled frenzy (similar to Camarilla Edition), but the risk of entering an uncontrolled frenzy is greatly increased.


If anyone has some more ideas, especially for Dementation, feel free to post them here.



Quote
Otherwise I'm wondering how the Prelude is coming along. After the loss of the Mad Network mod, I'm a little whats the word?


Don't worry, the mod is not dead, but for the last couple of weeks I've been very busy. I'd love to post some more screenshots, but the map I'm currently working on isn't finished, yet. I've started all over again three times, but I think the current version is pretty solid, so far. Building this level is like solving a giant game of Sudoku, because of a new gameplay mechanism I shamelessly copied straight from Dishonored 2/Titanfall 2.
SPOILERS SPOILERS SPOILERS
You'll visit the map twice throughout the game. When you're there for the first time, you're still a human and it's supposed to be more of a horror level. Next time you're there, you're a vampire and you'll be able to travel back and forth in time. No Sci-Fi-time-machine-stuff, don't worry. Your second trip to that place only happens inside your head, and the time travel ability is your mental resistance against the effetcs of an NPC's Dementation discipline. I have to come up with paths through the map fit all three situations the player can be in: human, vampire (present), vampire (past). That's a huge challenge, but I'm really hyped about it at the moment.

(edited by Wesp5 to fix not working formatting)
« Last Edit: May 17, 2017, 10:21:21 PM by Wesp5 »