[WIPz] The Second Amusemant Park of Cyrodiil

Post » Mon Apr 25, 2011 9:17 pm

Thanks for all the input guys! I think I'm starting to get a good feel on what's wrong with the park.

The majority of members believe that the park has made some progress in the field of integration, but there's still work to be done. It seems the general atmosphere and people are the primary problem, with ride mechanics coming in second. Here are some changes I've been making in response:

1. The rollercoaster will include rope pulleys that turn as you ascend a hill. This makes it feel like something is actually pulling you up the lift hill.

2. The people will begin to have more personality. I'm currently planning a park guide for the full release that will comment on the rides and attractions depending where you are.

3. Not only will the people have more personality, but there will be lots of them. I'm hoping to get at least four or five people to line up for popular rides; simulating a very populated amusemant park.

In addition, I'm proud to announce that the front entrance is nearing completion. The only place that really still needs a lot of development is the "Gateway of Time", where you can access the different parts of the park.

Thanks,

Kroot
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R.I.p MOmmy
 
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Post » Mon Apr 25, 2011 2:07 pm

Okay guys, quick update on the status of the park.

I wasn't ready to announce this due to a small glitch in Revenge of the Lich King (the combat music kept randomly playing at certain moments in the ride). But I was finally able to fix it (there was creature with 100 aggression on the ride; oops). So here goes: The Visions of Time Park Initial Release has now been moved. We're now looking at an end of February release!

Remember, the initial release will only include the Central Plaza, Park Gateway, and West Area of the park. The North and East areas will not be included, but the present attractions should keep you interested for a long time. Reasons?

1. Unlike the first Revenge of the Lich King, the Visions of Time version offers a reason to re-ride the attraction: the notorious Lich King has now started to offer you "rewards" for entering his domain. There is a 33% chance for each reward: Wealth, Power, and Life. This means each ride through will be different; you could achieve power one time and life on the next. Each "reward" leads to a unique pathway that cannot be seen without following the chosen path.

2. The Ayleid Explorer, Cyrodiil's first rollercoaster, is a reason for release all it's own. I earnestly hope that the community will be able to help me improve and rethink any flaws in the coaster in hopes of a future "true" rollercoaster.

3. The Anyammis Hotel, Cyrodiil's first efficient hotel, offers never before seen features like options to stay multiple nights without the annoying "ask the owner for a bed every night", and an intelligent staff that allows you to book a room in advance and sets aside any items you accidently leave in your room.

Anyway, I humbly hope you will download the park and enjoy a project that is coming up on it's second year anniversary.

Thanks for reading!

Kroot
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BEl J
 
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Post » Mon Apr 25, 2011 9:05 pm

Quick update.

Well, the park suffered a very minor setback yesterday; seems that while trying to combine two esps for the park, I accidentely corrupted the file. So now I've lost about two day's worth of work. But it's ok; the majority of the work was on NPCs. I'm still aiming for the end of February.

Thanks,

Kroot
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Mason Nevitt
 
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Post » Tue Apr 26, 2011 3:07 am

Okay, let's talk about the upcoming "initial release".

Just to reiterate, this release is just a partial release. By no means is it "defective" in any way (i.e. there's no don't press this button or you crash the game). The park is fully operating and filled with content. The only drawback is that you cannot access the North and East areas of the park for now. This is because these areas are still under construction. So please don't panic; I'm not short-selling you. I'm just trying to generate interest in the mod and give you guys something to explore while I finish the park.

As far as dialogue goes, all lines are fully voiced (though I'm having some trouble with the lip-synching). Best of all, there is no OBSE dependency like the last park; you can run all of this on vanilla.

Finally, and most importantly, I've set a release date for February 26th. Hopefully I can follow through on that.

Oh, and on a side note, I wanted to add that I was able to finally get around to creating the two shops: The Hungry Bear Bar and The Gift Shop. The former has a unique brew that you can't find anywhere else, while the latter has some cool souvenirs, like a unique spell called "Revenge of the Lich King", which bumps up your strength and endurance while draining your speed and personality and then lighting you up like the fourth of july. (No, seriously, there's a light effect).

Thanks, and I hope to have more news soon,

Kroot
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Shannon Lockwood
 
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Post » Tue Apr 26, 2011 1:26 am

Alright, one weekend before the first release...

I have some moderately bad news: I won't be able to get the "lines of NPCs" done. I had the whole thing planned out, but had some trouble with the execution and had to cancel it. NPCs will still wander the park, and there will be more of them than last time, but they won't be able to line up like I promised. In addition, I was able to install the pulleys; but they won't run correctly; the pulleys will just have to be static objects.

But, besides that, the rest of the park is very much complete. I'm going to keep all the attractions at 99% completion just in case I want to add things before Saturday.

Anyway, thanks for reading!

Kroot
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Manuela Ribeiro Pereira
 
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Post » Mon Apr 25, 2011 5:35 pm

Can't wait to play it man. It really stinks that you didn't come out with this earlier when people were flocking to the oblivion forums, but no matter. At least it's gonna happen. Are you planning on doing a theme park for Skyrim if possible?
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Verity Hurding
 
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Post » Mon Apr 25, 2011 1:30 pm

Lucky38: Yeah, that was actually totally my fault. I put off the mod for a really long time, not knowing that Skyrim was just on the horizon. Sigh...

But I appreciate your enthusiasm Lucky38; it's inspiring to know that other people enjoy the park.

I don't think I'll have the time to create a whole new park in Skyrim. But with all the goodies that Skyrim offers, I just might. :)

Anyway, release date is still on. The main problem right now is the fact that I need to do some final voice acting for the mod.

Thanks again,

Kroot
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sas
 
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Post » Mon Apr 25, 2011 2:42 pm

Two days till release.

Here's what needs to be done:

1. Final NPC creation and packaging.

2. Building Topal Bay Entrance

3. Finish Building the shops

4. Put in some benches and lamps

5. Small fixes and glitches.

Thank you for reading, and see you in a little while

Kroot
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Andy durkan
 
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Post » Mon Apr 25, 2011 2:27 pm

Ok, day of the release!

I actually overlooked something minor; I forgot to copy and paste the dialogue files into their right places as well as create a readme. So I'll need some time to prepare these things; expect a mid-afternoon release.

I also keep forgetting to build the entrance and fix some broken scripts.

I'm really sorry for the delay; I promise I will notify you of any other changes.

Thanks for your patience,

Kroot
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Steve Bates
 
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Post » Mon Apr 25, 2011 2:18 pm

Fellow modders,

Some of you might be wondering why nothing has happened yet. As it turns out, I was wrong about the voice files; they're going to take a while to put into place. So I'm going to postpone the release until this coming Friday. Sorry about that, but there's nothing I can do to get it done sooner.

Thanks and sorry,

Kroot
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Mason Nevitt
 
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