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Game News Lionheart screenshots

Saint_Proverbius

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Tags: Lionheart: Legacy of the Crusader

Thanks to <b>Jessica Urquhart</b>, the <a href="http://www.blackisle.com">Black Isle</a> PR and web girl, we have some loverly <A href="http://www.rpgcodex.com/gallery.php?game=lionheart">screenshots</a> of <a href="http://lionheart.blackisle.com">Lionheart</a>, including one of the <A href="http://www.rpgcodex.com/screenshot.php?game=lionheart&shot=1">character interface</a> and <A href="http://www.rpgcodex.com/screenshot.php?game=lionheart&shot=0">inventory screen</a>, which I don't think anyone has seen before. Well, anyone outside of <A href="http://www.blackisle.com">Black Isle</a> and <a href="http://www.reflexive.net">Reflexive</a>, that is.
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<div align="center"><a href="http://www.rpgcodex.com/gallery.php?game=lionheart"><img src="http://www.rpgcodex.com/images/screenshots/lionheart/2003-03-04-screen01tb.jpg" height="150" width="200"> <img src="http://www.rpgcodex.com/images/screenshots/lionheart/2003-03-04-screen02tb.jpg" height="150" width="200"></a></div>
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<b>PS</b> Thanks to <b>Calis</b> for writing that little script for the screenshots. He wrote it a few months ago, but I never bothered using it - <i>until now</i>.
 

Spazmo

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Interesting inventory thing, although I do hope they show a grid in the final version to make inventory manipulation easier.
 

Eric Dallaire

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Oct 23, 2002
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XJEDX said:
Eric Dallaire said:
Saint_Proverbius said:
XJEDX said:
What the hell is that fucking blue thing?
I have no idea, which is why I called it Smurf Golem.
Smurf you!:)
Care to clue us in, Mr. Dallaire?

It is actually a type golem, though it looks like the particle effects are not firing off in the screenshot. It is not a minion of Gargomel (sp), however.
 

Azael

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Eric Dallaire said:
It is actually a type golem, though it looks like the particle effects are not firing off in the screenshot. It is not a minion of Gargomel (sp), however.

Gargamel. :wink:

Out of curiousity, will the items appear that big in the inventory? Looks like it will take up a lot of space on the screen just to look at a helmet.
 

Sabotai

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Joined
Jan 22, 2003
Messages
304
Looks to me that the inventory is split up in different categories. Armor, weapons potions etc.

With 5 categories and with up to 15-20 (estimate) different items per category, that's quite a lot of items and in this way easily categorized.

I actually like the items that big. Seems to me like some cleverly thought out inventory system which also looks pretty good. Waaaaaay better than you know what....
 

Eric Dallaire

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Azael said:
Eric Dallaire said:
It is actually a type golem, though it looks like the particle effects are not firing off in the screenshot. It is not a minion of Gargomel (sp), however.

Gargamel. :wink:

Out of curiousity, will the items appear that big in the inventory? Looks like it will take up a lot of space on the screen just to look at a helmet.

Yes, items will be fairly large in the interface. We added All, Armor, Weapons, Misc, and Quest Item tabs so that you can switch bewteen your general inventory and see everything at once or toggle for those other types I mentioned.
 

triCritical

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Hey Eric, can you explain what is wrong with the inventory window.

It looks like a volumetric system, but the armor takes nearly the same amount of room as a helm. Or will there be a slider such that volumetric inventory will not be taken into consideration ala Fallout?
 

Azael

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Hard to tell from that screenshot alone if it's a volumetric inventory system or not (I hope not, but I doubt it since I have a hard time believing that anyone would make such a system where a helmet took as much room as a chainmail shirt.
 

Eric Dallaire

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Oct 23, 2002
Messages
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triCritical said:
Hey Eric, can you explain what is wrong with the inventory window.

It looks like a volumetric system, but the armor takes nearly the same amount of room as a helm. Or will there be a slider such that volumetric inventory will not be taken into consideration ala Fallout?

The inventory limits are purely based on encumberace. The size of the icons don't matter for your available space - some items are abstractly bigger than they should be to show off detail. We added the inventory tabs because the main inventory window does get crowded as you become the standard fantasy game packrat.

If you go over your encumberance limit, you walk slower and slower. That's pretty much it.
 

Spazmo

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Ah, well that's nice. So then the inventory window can scroll down into infinify, provided you have enough items for it?
 

Eric Dallaire

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Spazmo said:
Ah, well that's nice. So then the inventory window can scroll down into infinify, provided you have enough items for it?

To infinity. And beyond!
 

Deathy

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Jun 15, 2002
Messages
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I've always argued that a volume and weight based inventory system would be the best way to handle things.
I'm not referring to volume as it was handled in Diablo, however.
A system that had two stats, maximum carry weight (based on strength or like statistic) and maximum carry volume (based on what kind of pack you own) would work a lot better than some of the systems you see where a character is able to carry a lot more than he could possibly fit in his pack.
 

Azael

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Deathy said:
I've always argued that a volume and weight based inventory system would be the best way to handle things.
I'm not referring to volume as it was handled in Diablo, however.
A system that had two stats, maximum carry weight (based on strength or like statistic) and maximum carry volume (based on what kind of pack you own) would work a lot better than some of the systems you see where a character is able to carry a lot more than he could possibly fit in his pack.

As long as such a system can be handled without me having to micromanage my inventory, I wouldn't mind it.
 

Rayt

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Nov 24, 2002
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Swingin' Groningen
Deathy said:
I've always argued that a volume and weight based inventory system would be the best way to handle things.
I'm not referring to volume as it was handled in Diablo, however.
A system that had two stats, maximum carry weight (based on strength or like statistic) and maximum carry volume (based on what kind of pack you own) would work a lot better than some of the systems you see where a character is able to carry a lot more than he could possibly fit in his pack.

But if you carry a huge backpack to carry the phat l3wt, you should get attack penalties, I think. Or say if it's D&D, you get a huge panalty for trip checks.
 

chrisbeddoes

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Oct 22, 2002
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RPG land
Maybe different sizes backpacks could exist and they backpacks would be considered equipment .

Bigger backpacks would slow you down and require more dexterity and would increase you chance to be hit and lessen your chances for stealth playing but they would enable you to carry more stuff.

Maybe magical backpacks could exist too.

So small size backup
Does not slow you down .Has 10 spaces for inventory .
b) Medium size backup .No stealth penalty
Slows you down 5 % .Has 15 spaces for inventory. Requires 4 dex.
No stealth penalty
c)Big size backup
Slows you down 10 % .Has 20 spaces for inventory. Requires 6 dex.
Penalize 25 % your stealth skill.
d) Extra big size backup
Slows you down 12 % .Has 30 spaces for inventory . Requires 6 dex. Requires 6 strength. Stop's you from using stealth skill.


You can only use 1 backpack.



Magical backpacks could have 4 magical modes

a) Easy less requirements
b) Backpack of the feather: reduces weight
c) Backpack of the spy: Does not penalise your stealthy skills.
d) Backpack of plenty . Gives you 10 more space for carrying stuff.
 

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