MM 6/7/8 Total Remake

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
wolfy
Leprechaun
Leprechaun
Posts: 7
Joined: 20 Jul 2013
Location: Norway / Trondheim

Unread postby wolfy » 04 Aug 2013, 02:22

What is it that you guys are honestly trying to achieve by remaking it? got any new features to include in it? I would love that if so.

User avatar
GreatEmerald
CH Staff
CH Staff
Posts: 3330
Joined: 24 Jul 2009
Location: Netherlands

Unread postby GreatEmerald » 04 Aug 2013, 11:29

wolfy wrote:What is it that you guys are honestly trying to achieve by remaking it? got any new features to include in it? I would love that if so.
Well yes, that's the point. They have high-polygon models and also the ability to merge all three 3rd generation MM games into a single game.

wolfy
Leprechaun
Leprechaun
Posts: 7
Joined: 20 Jul 2013
Location: Norway / Trondheim

Unread postby wolfy » 04 Aug 2013, 14:39

I also hope they have intentions towards to fixing broken issues / mechanisms that is in Mandate of Heaven, such as a couple of weapon master rank features with Mace and Staves.

Chance to stun equal to skill is pretty useless since it barely pushes the enemy away to make any difference really unless it pushed it far enough distance for it to be unable to strike. Then again there are some features that should also infact be re-done.

Not to mention that I would love if there was a way to make changes so that each weapon class and style would have each positive and negative side.

As for combo weapons / dual wielding you get doubled the Attack Accuracy & Damage, but its definently costing on your recovery time, I would see that doubled though. Two handed seems pretty dull for the time being, shield-one handed is VERY effective though being off-hand with just a weapon in main hand should make a slight difference, giving Two-handed and shielded ones some noticable recovery time would be the way to solve that.

Also would be nice if it was possible to create more weapons to make the arsenal having more depht, unique weapon icons for artifacts for example?

Clubs should definently get some love, why create something that will get so easily replaced and never used?

Nomad
Pixie
Pixie
Posts: 131
Joined: 12 Apr 2010
Location: Kaliningrad, Russian Federation
Contact:

Unread postby Nomad » 09 Sep 2013, 14:33

What could I/you/him do/fix/add/introduce when you have a complete game with it's engine in opensource? Correct: you can do anything: any features, any compaings, any extensions. Whatever you can imagine.

Nomad
Pixie
Pixie
Posts: 131
Joined: 12 Apr 2010
Location: Kaliningrad, Russian Federation
Contact:

Unread postby Nomad » 09 Sep 2013, 14:35

Emjayen
This forum is quite slow, so I dont come here often these days.
If you are willing to help, we will of course welcome you. Skype: akira.asahino
Also: https://www.facebook.com/mm7engine

Ritor1
Leprechaun
Leprechaun
Posts: 7
Joined: 29 Dec 2012

Unread postby Ritor1 » 02 Oct 2013, 13:18

Image

Range rendering 3D models become more

User avatar
unknownone
Pixie
Pixie
Posts: 132
Joined: 10 Mar 2011
Location: Italy

Unread postby unknownone » 03 Oct 2013, 10:27

Sorry but I'm not sure I understood what is the improvement that you refer to?
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4

Nomad
Pixie
Pixie
Posts: 131
Joined: 12 Apr 2010
Location: Kaliningrad, Russian Federation
Contact:

Unread postby Nomad » 03 Oct 2013, 22:54

Rendering range is 3 times farther, you can see almost entir map from any point.

User avatar
unknownone
Pixie
Pixie
Posts: 132
Joined: 10 Mar 2011
Location: Italy

Unread postby unknownone » 03 Oct 2013, 23:01

Nomad wrote:Rendering range is 3 times farther, you can see almost entir map from any point.
Oh that's really nice!
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4

User avatar
Bloax
Pixie
Pixie
Posts: 113
Joined: 30 Dec 2011
Location: Most likely not here. :c

Unread postby Bloax » 08 Oct 2013, 10:11

There's also texture filtering with actually working translations. (Note the blue on the guy nearby.)

RobMM8
Leprechaun
Leprechaun
Posts: 21
Joined: 07 Oct 2013

Unread postby RobMM8 » 08 Oct 2013, 18:10

I hope this gets released this year! I love to see the things that you can implement with that new engine. Nice job!

Ritor1
Leprechaun
Leprechaun
Posts: 7
Joined: 29 Dec 2012

Unread postby Ritor1 » 05 Nov 2013, 12:31

Image

please vote for an interface

User avatar
GreatEmerald
CH Staff
CH Staff
Posts: 3330
Joined: 24 Jul 2009
Location: Netherlands

Unread postby GreatEmerald » 07 Nov 2013, 05:30

From those four, lower right. But then I don't really see what was wrong with the old interface that would warrant going for an MM8-like one.

User avatar
unknownone
Pixie
Pixie
Posts: 132
Joined: 10 Mar 2011
Location: Italy

Unread postby unknownone » 07 Nov 2013, 20:20

I prefer the lower left, it has a nice design. I would change only the icons for food and money, by using the ones present in the lower right variant, they are much better in my opinion.
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4

Holloweyee
Leprechaun
Leprechaun
Posts: 37
Joined: 20 Mar 2009

Unread postby Holloweyee » 08 Nov 2013, 07:09

My favorite is lower-right. But I think the original UI would be best if you could make it scalable so there is no blur and that.

Nomad
Pixie
Pixie
Posts: 131
Joined: 12 Apr 2010
Location: Kaliningrad, Russian Federation
Contact:

Unread postby Nomad » 08 Nov 2013, 08:22

GreatEmerald wrote:From those four, lower right. But then I don't really see what was wrong with the old interface that would warrant going for an MM8-like one.
It takes much space (partly to optimize 3d rendering - the larger rendering area, the less fps). And it is not scalable.
We want interface that can fit any resolution.

User avatar
Pol
Admin
Admin
Posts: 10046
Joined: 29 Nov 2005
Location: IN SOMNIS VERITAS
Contact:

Unread postby Pol » 08 Nov 2013, 12:59

Left UP :tsup: but library should be smaller. Otherwise left down.
"We made it!"
The Archives | Collection of H3&WoG files | Older albeit still useful | CH Downloads
PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet

User avatar
GreatEmerald
CH Staff
CH Staff
Posts: 3330
Joined: 24 Jul 2009
Location: Netherlands

Unread postby GreatEmerald » 08 Nov 2013, 15:42

Nomad wrote:It takes much space (partly to optimize 3d rendering - the larger rendering area, the less fps). And it is not scalable.
We want interface that can fit any resolution.
How is it not scalable? Just increase the gaps between items.

BF3000
Leprechaun
Leprechaun
Posts: 5
Joined: 15 Nov 2013

Unread postby BF3000 » 15 Nov 2013, 09:37

Ritor1 wrote: please vote for an interface
Bottom left.

User avatar
Konfuzius
Pixie
Pixie
Posts: 127
Joined: 03 Jan 2009

Unread postby Konfuzius » 15 Nov 2013, 20:29

Lower left


Return to “Might and Magic”

Who is online

Users browsing this forum: No registered users and 40 guests