Seelentanz (German for “Soul dance” or “Dance of the Soul”) is the fantasy role-playing experience of your dreams. Set in a war-torn world created by the gods as a stronghold in their eternal conflict with the nightmarish creatures that inhabit the tumultuous Æthyrs, Seelentanz is a role-playing game developed for and by fans of classic role-playing games. The goal of Seelentanz is to create an immersive, emotional gameplay experience that is both extremely challenging and rewarding. Unlike many modern role-playing games, which aim to streamline the mechanics of the genre to appeal to a broader audience, Seelentanz features systems meant to appeal to the fans of more traditional role-playing games. In Seelentanz, you play as a character that is both unique and entirely your own, and are released to explore a brutal and dangerous world with your friends. But be careful, for this is no ordinary adventure – this is Seelentanz!
These are the latest news for our project:
NavySeal is currently busy creating a basic pick-up system that can be used to gather ingredients and other materials such as flowers, berries or vegetables that can be found in the game's world. The player will be able to use most of these items in the different crafting systems.
Due to some issues with Blender and UDK I switched to Maya taking my character models with me. Since I'm not that familiar with Autodesk products it will take me some time to figure out nice and efficient workflows with that software. If you know any good Maya training resources that would speed up the learning process please share them with me.
Adam updated his town assets for our first level. They now feature more detail than before and we are about to put them into UDK.
We also created a set of different shaders/materials in UDK that will allow us to put more detail in the game. This includes moss growing on objects, water reflections when it's raining and snow covering objects.
Notes on the profession-system
This week we discussed different ideas for the profession-system that will be available in the game. We decided on 6 major professions: Alchemy, Cooking, Enchanting, Hunting, Smithing and Tailoring. Each profession will have its own unique set of skills and the player will be able to acquire skills for all 6 skill trees. However he will only be able to max out one of them.
All professions will be essential for the gameplay. Basically you could make a living in the game by only following one of the different professions.
Furthermore we are going to introduce dependencies that require players to cooperate with other players with different professions to unlock the full potential of their own profession. For example this could include a hunter that needs the master-knowledge of an alchemist to create an essence which covers his scent so he can sneak up on a special animal which is actually a valuable asset for the chef and his cooking-profession.
Here are some more notes on the different professions:
That is a quick overview about our ideas so far. Of course there are way more awesome and even absurd ideas revolving in our team. LOOK OUT! It is the evil bear of bad mining skills (He will eat all of us because we are a disgrace to his profession!). Yeah that is what we do all day long - sitting around and discussing about weird ideas. But if you also have any cool absurd ideas be sure to leave us a comment so we can introduce them to the game.
Anyway. That is all for Update #10. Again if you have any questions or feedback just leave us a comment. We appreciate any ideas submitted by the community.
Have a nice day
The Liquidbox Team
These are the latest news for our project. Two weeks have passed since our last update.
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This is the development concept document for our project in .pdf file format. It's mainly for people interested in joining this project so they can get...
This is the general concept document for our project in .pdf file format. Feel free to check it out and give us feedback if you like.
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