Welcome to the Thievery feature archive!
This is a store of all the small features ran on the main news page in case you missed them. Enjoy!
Contents:
Of course, as luck would have it, 'business' kept me busy until well after the show was finished and the house was empty.
But, as mom would say, 'when life gives you lemons, steal the oranges, too.'
I don't believe in magic, but I've always wondered why Theatres had to be built at the edge of the City...
--Thwark
All comments and suggestions on Theatre are welcome here!
I'm hoping we'll see some more great levels contributed by the community once the first external beta of the mod is released!
--Ulukai
All comments and suggestions on Grange are welcome here!
- Fists
- Blackjack
- Sword
- Bow
- Broadhead arrow
- Water arrow
- Vine arrow
- Smoke arrow
- Footstep arrow
- Crack arrow
- Flashbomb
- Caltrops
- Health potion
- Catfall potion
- Invisibility potion
- Breathing potion
- Speed potion
- Fists
- Sword
- Crossbow
- Standard bolt
- Fire bolt
- Tag bolt
- Paralyse bolt
- Flares
- Mines
- Watcher trap
- Health potion
- Speed potion
If you have any comments, or any clever ideas for more equipment, post your thoughts in our weapons thread now!
Here's a photo of a real pumpkin, carved by our 3D artist Jered, showing off his modelling skills in the real world:
Wallpaper by Cythe.
640x480 | 800x600 | 1024x768Comments welcome!
In Thievery you can join either the Thieves or the Guards, each one having a different feel to control, different equipment and different goals. Our character modeller, Praimen, has constructed new player models for Thievery, modelled, skinned and animated. With over 60 motions, this is no mean feat. With one of our artists, Cythe, joining him in the skinning department, there will be a variety of appearances to choose for your thief or guard.
One of the first things we tackled with Thievery code was the way the player moved. We wanted to ensure the game felt like the cunning, sneaky experience that it is, while avoiding the fast, gliding, floaty sensation you tend to get with UT. New movement speeds have been added, players will be able to run, walk and sneak their way around the maps, moving quickest when running forwards and slower when backing up (unlike UT's instant acceleration, run madly in all directions).
Players can mantle up onto ledges and lean round corners to see what's up ahead. The thief will feel swift and sharp, while the guard is a heavy powerhouse, a force to be reckoned with. We have proper footstep sounds as you walk over different surfaces (different footsteps for the lighter thief compared to the heavy guard).
With this feel to the player and a familiar, intuitive, 'right-click to interact' interface, you will find yourself immersed in Thievery...
--Dalai
Comments welcome!
ThieveryUT's AI is a far cry from Unreal Tournament's "jump around like a headless chicken" style bots, which has been one of the primary goals from the start of development. Thankfully, UT's broad range of AI functions and smart object hierarchy mean this goal has been accomplished.Stealth game players will instantly recognise the AI's various states of awareness, from idle to fully alert and hunting down an enemy.
Mappers have a wide range of control over the level through the bots using UT's Trigger system and the AI's list of Triggers, which get raised at various stages of alertness and upon certain events. The AI players can also be controlled by triggers, for example, a bot can be told to 'Move to point X' when someone walks into a room.
Human players will be able to do a wide range of actions, from taking speed potions to throwing flares to activating the alarm. A key goal with the ThieveryUT AI is to implement all features of the Human-controlled players into the computer-controlled players. This means hiding in the shadows might not be the best idea if the guard you are evading is carrying flares.
--Joel
Comments welcome!
Comments welcome!
This sock shaped apparel, developed over centuries of trial and error, has evolved to become what many consider the essential weapon for any hardworking thief. Filled with pieces of heavy rock, and used to deliver a sharp blow to the rear of an unsuspecting head.In-game, you can deliver a short, fast and weaker blow to the head, which has a large chance of sucessfully knocking your oppponent out, or you can hold out for a longer, more powerful swipe that'll be sure to put your opponent to sleep.
--oRGy
Also, here's a Thievery wallpaper by one of our artists/designers, Rev. Edward Byrne:
Check it!
All content (c) Thievery UT team, 2001