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I was mostly working on writing out quest and story lines.  Figuring out what characters I'll need to create and what extra systems will be needed for the different quests.   The two systems that will be needed before too much longer are lockpicking and a basic follower system.  I've seen a few tutorials about creating a lockpicking system similar to Skyrim and it didn't seem too difficult.  I think Skyrim's lockpicking was decent, it wasn't frustrating or annoying and it didn't block the player from working on higher level locks.  Unless anyone has suggestions for lockpicking systems from other games that I should check out?  

I was also working on the spawn systems a bit more.  You may have noticed that the guards warn people about being outside of town at night but then when night time rolls around nothing happens.  I'm working on changing that.  This initial test version will be almost a horde mode where there will be waves of enemies that attack the player.  The basics of the system are ready and now I need to adjust the AI and do a quick art pass on everything.  

Oh, one technical thing I ran into with the night spawners.  I had pictured all these enemies rising up out of swirling mist and so I started working on putting some volumetric fog materials together but everything I dropped into the map looked great during the day but turned flat black at night.  Turns out volumetric fog in UE4 only supports one directional light at a time and the day/night cycle uses two directional lights for the sun and moon.  I'm trying to figure out the next steps now.  The volumetric fog looks really cool but eats up framerate and I've run into a few dead ends like this with it.  

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Buzzbomber

I'm down for the idea of horde attacks as long as there's sufficient variety in the monsters attacking, IE if it's imps or minotaur they don't all look the same and maybe there's some variety in their attacks, like say some goblin archers instead of the usual "Run up and punch your ankle" kind. As for the lockpick system, yeah, I'd say Skyrim is a safe way to go. Either that or the lockpick system in Oblivion, I remember having a fondness for that one specifically because it required a bit more skill.

slaen

Don't hold me to this but I think there will be "night" versions of the enemies and they'll be sort of like "lust" zombies? I'm still figuring out the gameplay and details but I agree with you that they should act and feel different from the daytime regular enemies. Oh man, the Oblivion system I remember being terrible at for some reason and I always used the "auto attempt" button instead. But I hear you about the skill requirement. I keep meaning to play through the more recent thief game to see how they handled it but haven't found the time. Yeah, if that's the direction it goes in there will definitely be a button that people can spam if they don't like the mechanic.

Artem

"writing out quest and story lines. Figuring out what characters I'll need to create and what extra systems will be needed for the different quests" - I think it's a very right approach. Story first for the RPG game, the rest, including mechanics, should be somewhat minimal just to tell the story well enough.

Anonymous

The Elder Scrolls Online has a more interesting lock picking system than Skyrim. It looks more like you are actually picking the lock.

Buzzbomber

The system you speak of is not too dissimilar from the one seen in Oblivion as well, though it seems that the system in online is moderately less forgiving.