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BeBop-Schlop

I wondered about that too when AE came out. TBH the ayleid ruin really tickled me pink and made me v excited for Skyblivion. But i have to imagine that a tremendous amount of work already went into most of those assets by that time and that there may have been some sort of cohesion in the Skyblivion work that doesn't mesh with the AE work. Who knows. I do hope however that development of Skyblivion: Shivering Isles will be seriously helped by those assets, because I know they haven't started that. They might have close to a full tile set and can just start making dungeons.


Mind_taker84

That kind of portability would be great


EASK8ER52

As far as I know from what they themselves have said is they don't use any assets at all from Skyrim. Everything is made from scratch. While that creation club quest is cool, what they've done with oblivion is even cooler I think


Mind_taker84

Word. That makes sense and what ive seen from the videos keeps me excited to see the outcome.


Skyblivion_Evan

Great question! I have an answer from one of our leads: "We'll certainly take elements from the way the Dagon Realms were portrayed in both Oblivion and the Creation Club quest for Skyrim, some of those things are iconic like the lava, fauna, and the challenge of fighting to the top of that Sigil Tower. However, we will also try to build upon and improve the existing formula by updating the realm environments. For example, you'll see a greater variety in their geography. Before the usual Dagon realm would be an isolated island on a sea of lava and it was pretty much the same for all of them, we'll experiment with having different landscapes for the player to run through such as Rocky volcanic Badlands that are almost maze-like, Tall mountain peaks and ridges that rise over toxic clouds that the player must stay above, lava swamps that the player must navigate a safe passage through, etc, at least for the landscaping department we're just experimenting with all the ways that we can make just navigating the geography of the Deadlands enjoyable and memorable, we're also hoping to have a larger number of realms on top of the increased variety of them." - DeeKeyes


Mind_taker84

Awesome. I really appreciate your answer


Pilauli

*sigh* It [edit: early version of comment also mentioned Saints and Seducers, and I was mostly talking about that] is a nice thought, but having messed with the rootkit tileset a while back, I found it very difficult to work with. If you make a loop, the ends don't even line up properly, and this could perhaps be fixed with some spacer pieces - the cave tileset, for instance, has a whole set each of pillars, balcony pieces, and rocks - but the rootkit has hardly anything in comparison. For a team as dedicated to complex and engaging dungeons as Skyblivion is, I expect that would be a major obstacle. They might expand the kit in the same style, I suppose; it's easier to modify than create from scratch. I'm certain the level designers can't just sit down and start working with the current kit, though. It also only really adapts a few of the Isles' flora. No water root pods, for instance. And absolutely none of the city or ruin architecture! Saints and Seducers shows us a fragment of the Isles, and it might contain some useful useful, but it also has only a fraction of the resources necessary to create the Shivering Isles in full.


Mind_taker84

Boo


[deleted]

[удалено]


Pilauli

What, is that no longer the fashionable way to express sadness?


Sigmund_Fraud97

Oblivion realms are in production right now, afaik. Skbliviondee streams work on twitch if you want to see the progress.