Another series of screens

Posted in News on November 19, 2009 by Silencer

Here we have blocked in some of the major roads and routes in the south end of the city, and refined further the general appearance and layout of the city. The tree represents Mossy Tors park, and the single house is a place holder for about 5 or 6 buildings. Oh, and we’ve got a fake ‘Rampart Way’ in there now, too.

Enjoy!

Mock-ups of Malaz City

Posted in News on November 17, 2009 by Silencer

Well, after barely a day of being into development, we already have progress to show for it!

Credit for the following level mock-up, at approximately 1/3 of the envisioned scale (to keep build times short, and just get a sense of where everything will go), goes wholly to udkDan. In fact, the speed with which this, admittedly basic, level was created staggered the entire team when we found out about it this morning. It’s a testament to both Dan’s abilities, and to the UDK’s power and ease of use, really.

So without further ado, I present:

Above can be seen an aerial shot of Malaz City and its harbour, low-angle view from the far end of the ‘city’, Dan’s place holder pavement texture, which represents the major river paths through the city, a view of Mock’s Hold, and the place holder’s for the islands of the harbour.

So far, the cliff opposite Mock’s is slightly too large, we feel, and needs to be scaled back. And the entire thing will, of course, be refined. And provision will be made for Rampart way. But for the moment, this is a great example of the general land layout. Excellent work, Dan!

-Silencer/OwenM, Project Lead

Update!

Posted in News on November 16, 2009 by Silencer

Well, after a long period of inactivity (mostly with behind-the-scenes planning going on), we’re finally about to start development.

During these past few months, we’ve seen a huge shift in focus. Originally, we planned to use Oblivion as our basis, but with the release of Dragon Age we started to lean more towards that. However, just as we were preparing to launch into that community to recruit, we discovered the UDK, the full, but completely free, version of the Unreal 3 Engine and its associated tools.

So we now find ourselves working on this platform, and already the team has grown to encompass the added work required. However, in the long run this shift will benefit us, as work done and experience gained on the project during its demonstration phase will be easily transferable to to the real game.

For now, I’ll sign off, though many more updates are to come as the project finally begins development. I’ll leave you with an updated roster of the team, which currently consists of:

Team Leaders:
Silencer (OwenM) – Writing/Project Lead
GreatLordD (General King) – Modelling
Dread Raven – Level Design
Xaeaix – Sound Design

Modellers
Freddy
ghostofemira

Level Designers
Arthas
Citizen86

udkDan
Hossel

Programmers

Writers

Developers
Jheral
Grymmreaver
Icky Ficky
Aleksandrov

As you can see, programmers and modellers are in high demand, and there is still a need for a couple of quality writers. But here’s hoping!

 

-Silencer/OwenM

First Post

Posted in News on May 10, 2009 by Silencer

Welcome to the Malazan Modification Project’s blog. The team will be using this to keep everyone updated on the progress of the mod, and to give you all some previews of what is happening.
I hope you appreciate the effort, and are looking forward to the mod!

-Silencer/OwenM

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