A guild of cunning thieves sneaks their way into an opulent mansion, filled with the riches that only generations of power can acquire. The mansion's private guard patrol within, seeking out intruders and relentlessly hunting down those that their efforts reveal. Every shadow is a potential hiding spot, every noise might be a clue to the presence of thieves. Every second lost can mean the difference between victory and defeat.
Nightblade is a total conversion for Unreal Tournament 3 featuring stealth-based gameplay. A team of thieves must use stealth and skill to obtain loot and escape, while a team of well-armed guards must protect the loot and hunt down the thieves. Both teams will have a variety of equipment at their disposal to aid in their task. Thieves will use water arrows to put out sources of light, extending the darkness within which they can hide. Guards in turn will use flares to relight torches and search the shadows for thieves.
The initial plan for Nightblade is an updated version of ThieveryUT's Thieves vs Guards gametype, making use of resources from Thievery, Nightblade when it was targeted at UT2004, and over time new resources generated specifically for UT3. We will be experimenting with a number of gameplay changes and improvements as well.
It's about time for an update as to the progress of Nightblade. I would like to start out by thanking all of you for your patience with the dev team as we try to balance turnover and real life with progressing the development of the mod. I'm sure you all have noticed that there have been a lack of releases and updates to the game. This ultimately comes down to the fact that we do not have the manpower to continue work on Nightblade. The team was largely being pushed on thanks to the work of Immortius and Illuminus, who have been invaluable members in keeping this project going. Unfortunately due to real life commitments, Immortius will no longer be able to make many contributions to the team. As a result, the team has been evaluating what the next step should be.
We have come to decide that Nightblade's work should not end here, but serious changes have to be made. As a result, I have stepped up with the intentions to reorganize and reignite the development of Nightblade. The first step in this will be to recruit heavily to ensure we have the right people with the right skill set to produce a mod that is of Black Cat Games quality. From there we will be making practical and purposeful pushes to finish the mod in a timely manner. The decision as to whether we will continue to release alpha versions of our progress hasn't been made yet, but I promise that in any case you will be kept up-to-date as to our progress. Ultimately we are making this game for you and highly value your commitment to this community and for supporting our efforts. I will be posting more information about our recruiting efforts within the week.
- Biohazard
A guide to adding Sketch Maps to a Nightblade map. Sketch maps are top down drawings of a map that display the position of a player, the player's team...
A guide to adding loot and randomising it in a Nightblade map.
A guide to adding and configuring doors in a Nightblade map.
Really unfortunate things never got finished. Thievery was fantastic, and I used to check for updates on this constantly back in the day.
Definitely liked the Alpha I tried. It always auto set the timer to 15 mins and the gold needed to 1000 but the obj said 900 haha. It's hard for one person to beat it in time as Thieves but still fun. Definitely work on the animations especially for the swordplay. If your not doing a combat system then keep the sword play basic but still desirable. Not just charge and hit charge and hit, need some blocking or parry in there too just so a thief isn't screwed when a knight runs at him with his ol steel. The thief seems slow imo cause they can outrun him so easily. I also believe not ALL the guards should have crossbows. Like only the ones far on the wall should have crossbows and short swords while the ones patrolling below could have longswords claymores maces and such.
Very nice alpha and it works nicely on a LAN. Hope to see more soon. (I Dled all 3 of your mods that are out and still await your AS:I as well :D)
Cheers
~AlCool
Thievery UT for the original UT99 was amazing in immersion and was much better without a third person view. I think they should do the same here as it would definately feel like you are the thief with a first person view.
I prefer 1st Person myself for immersion/realism; in first person you can be anything, anyone, anywhere.
I would definitely give it a try if there was third person perspective available on thief. Don't you think it would be better for him to know where the guard is, so he can avoid him ?
I don't think that is a problem though. 3rd person perspective only really lets you see around corners a little (which the leaning takes care of - plus you can shoot around corners too), as well as the immediate area around you. In most circumstances you'll hear guards long before they're that close.
I mean the Thief, obviously. TPP stands for third person perspective....
No, although the Thief can lean to look around corners. There are a number of considerations here - some gameplay (hard to aim a bow in third person) , but immersion is also an important factor.
Will the spy be able to see in TPP ?
What spy? What is TPP?