Monday, December 20, 2010
This brings me to something I have been thinking lately. I'm about to release the first module as a demo of the rest of the campaign and if people do not like what they are playing. will it be worth it to relase the entire campaign as oposed to just releasing the areas,blueprints, scritps etc.
I've been spending nearly all of my time the last 2 years to build this behemoth. so if the few people still playing nwn2 modules wont play this one its gonna be sad. but then again I wont be forced to test the entire thing if it fails. then again if its reception is in the other en of the scale and people like it........... time will tell.
lastly as the others have been playing I have been making more progress on the musical side of things and I'm enjoying the time spendt with the composing. most of it is orchestral and some of it is just ambient cinematic soundscapes wit ha rythm or a particular mood. I was thinking about making a orchestral metal song for a particular boss fight just to see how that would work in a fantasy mod. I think I shall try and start doing that as soon as a particularly nasty crash to
desktop bug is fixed.
I've bee n talking about a trailer for nearly as long as I have been making the mod. now I do not think Ill ever finish that. even though I have the video recorded. My chaotic nature will be the end of me one day :P
Wednesday, December 8, 2010
What gnaws on me the most is the skill checks, for as you know, paladins aren't the most "skillful" of people. however I think the companions will make up for that with their interjections and opinions. after last nights play through I felt the companions felt more alive as they would offer opinions tips and attack bonuses for certain situations. I've gone to great lenghts to make sure that the skill checks wont be felt as a loss.
The first module I will not feature the Overland maps. those are a bit more work intensive and I still got some testing to do on the OM spawn system. however there should be a good indication on how the rest of the campaign will be. the first module is linear with a few sidequests as a option so it wont feel completely linear. I want to avoid the horrid running 20 meters,then cutscene and repeat until the players go insane.
as for role play options I hope I have made enough Personality responses for the player. from pious to gruff even poet warrior quoatations.,and of course the neutral response. I wanted to add the personality traits so that there might be oppurtunities to certain quests and items , ie. Being a lore interested paladin might grant you some bonus lore skill or certain rare tomes with unique properties. the items wont be overly powerfull but they will be helpfull and most importantly fun.
all of the weapons and armor you get are custom blueprints with original hak content I gather most people are tired of looking the same in every module.
as for fighting style I have made it so you can use any weapon type. as the holy avenger will be of a weapon type of your choosing. be it 2 handed or 1 handed. tjhough admitteddly a paladin with sword and shield will be slightly better due to the itemization and paladin mechanics.
Im on the internal testing part now and I hopwe that I will have some beta ready material around christmas time so if anyone wants to volunteer as a beta tester then I'd be happy to have you.
here is the current to do list module 1
-brush uo on some texturing on a few areas.
-complete testing a few custom skills more throughly .
-perhaps/mayby make the bloody trailer
-finish up the vocals on lains song (a song called little red bird in the language of Manx)
-a few more conversations on the end of the module needs a check up
-finish playing the the module without any game breakers.
-fix the bugs I found.
Monday, November 22, 2010
I've made my areas for Lance botelles , better the demon module. and should start working exclusively on my mod from here on out. taking a break from testing and convo checking was a needed distraction.
I hope to have some new screens from in game cut scenes as soon as I have delivered the areas to lance and gotten the thumbs up for them. also I hope to get some video and music up soon.
Friday, November 5, 2010
as I posted earlier I have stripped everything in the demon melody to jsut the folders exported all the areas convos etc into a temporary folder and started adding them into modules again. so far I've done most of the first module. so theres still 25 more to go.
so this is what I gotta do now
- reasign all the 669 areas to their respectiv module
- Go over and streamline the convos for paladins. this is a lot of work.
- decide what script system makes it to the beta
- finish scripting the odd cutscene ,events and boss fights
- add flavor and more interjections
- polish the older areas if time permits
- playthrough and set a xp scale rate for the module.
- add the stuff I forgot into the to do list.
- decide what to keep and to throw away.
aside from making areas for "better the demon" I have also outlined a new overland encounter system. this I hope to eventually put up on the vault (hopefully by christmas) it will require settig up encounter areas with waypoints and creating an encounter trigger or two at the area but I believe this system will be easier to use than the Obsidian. I've also modified the "AI" to be a little harsher and use tactics in random encounters. I personally found the random encounters in soz to be to much of the same monsters running towards you. the random encounters will require something more rather than just charging in.
When you charge some dungons you first may need to clear its exterior before you can reach the inner sanctm of it and start harvesting legendary artefact. this requires you to have the player castle and have mustered a sizable force of troop. this requires you to berach through defensive lines to get to the dungeon door. this is done by conversation but I hope to make it more dynamic by adding a gui for it. you can delegate the assault to a sergeant (which you like in the oc have to meet and recruit. and or have the right faction for it) the different leaders have different things they can do well so depending on what you put them to d your leadership points change.leadership points is a resource for managin and recruiting new soldiers.
There are certain feats like leadership that will affect this to a small degree , but not to a point where it is neccesary to have it. The palading castle won't be exactly similar to the OC one with upgrades and stuff. rather it will work as a hub for quests, battles.you can hire/muster troops be it mercenaries or legionaires. as well as it will function as a storage facility. There will be outlaws charging the vastle from time to time and you can either deal with it yourself or get the other officers to fix it for you.
The module is of a bizarre size. Currently about 222 hours of total finished gameplay (roughly calculated from the spreadsheet). I know I have to redo the XP rescaling seing as my paladin is about lvl5 (or so)
I hope I can get the content into manageable chunks as I run through the qareas and mods looking for stuff to remove. but at any rate I feel like I have made all the stuff in the original PnP available. which was my initial goal (albeit it has changed form a few times , the core is the same)
Wednesday, October 13, 2010
inbetween all of this I've been trying to make som areas for lance botelles module "better the demon" this has been a fun experience. I hope to do this again in the future.
I have put of the next few weeks for his project. so I can start out on my own project again. I cant wait to start fiddling around with the mod.
I have beeen planning (mostly in my head) how to best make the modules flow in conjunction with the overland map. and I'm trying to keep load times at a minimum. however load times may be something I'll have to sacrifice for a better work flow of the module.
I jsut got my other computer up and running along nicely with my studio, and with it I ahve once more access to the complete module setup,26 in total before the optional stuff. the haks are up to 11(all less than 200mb in size to avoid bugs) damn you RWS for making so much cool stuff :D that being said I also have a lot of custom armors in there. I think I can justify the hak size when its compared to the scale of the mod itself
I've also written up armor and weapon tiers to better distribute the loot across the modules. I'll be implementing theese as soon as the areas for "Better the demon" is complete
Sunday, September 19, 2010
Thursday, September 9, 2010
Sunday, September 5, 2010
so I am back modding again and I did a playthrough of the first part . found a few spell and grammar issues. some conversation strangeness and a few "oopsies" in a few scripts. but should work properly now I also redid the start slightly to better fit the paladin stremlined story. I am also playing with kaedrins extra paladin spells (I LOVE THIS ! ). Right now my play through toon is LVL3 and I'm having a good time playing it. and as I play I am also seeing if there is content I can remove or reuse (ie the other class related quest areas and side quests, along with items and sidequests.
at the moment the biggest issue I have is the OM. I found some scripting boo boo's there I need to fix along with some geographical changes that I feel is needed to make the world and some events feel more believable.
I also had a blast with the bounty hunting side of the mod. each town has an imperial offical that will take proof of capture/death of outlaws and turn it into gold. I started the Bounty hunterquest until I found a game breaking bug in the area enter script of one of the areas which causes the game to crash.
side quests/paths are something I have given a great deal of thought to. if you complete some of them like say bringing a known murderer to justice. there is a percentage in all the cities to spawn a npc(s) that will recognize the deed for better or worse. ie other outlaws seeks to take you down. relatives of the murderer's victims seek you out to thank you etc. theese character should spawn only once. though in my case I managed to spawn 3x encounters after cashing in a captured small time thief.
I noticed most of the adventure is outdoors as I feel more confident in making exterior areas rather than interiors.
so the paladin only have so many skills and skill points. this makes the companions a bigger asset. and this makes their role (in my opinion) stick out a bit more. for a moment I thought about leaving some of the companions out of the mod. but I figured that , that was one way to add depth to the mod without adding more work. I made some events that will unfold in certain areas depending on who you have along for the journey.
Monday, August 23, 2010
Saturday, July 31, 2010
Tuesday, June 22, 2010
so the time has come for me to take a vacation. nothing fancy. justa visit t my family up north.so I'll be focusing on other stuff than modding.
but there have been a few rainy days lately so I have gotten a fair deal done. amonst them a lot of dungeon building. I have now nearly made all of the optional content for OM dungeons. and a few optional and hard dungeons based on class. not related to hte class quests but are there to add some "flavor" to the class choice , I a ranger hunting a wounded animal or follwing strange tracks may lead you to a well hidden cave. or as a rogue / bard overhear a some rumors about a old tower now buried in quicksand or similar. theese dungeons will have some interesting and unique gear available.
then I also have the random dungeons you may stumble acrosss. like ancient towers , old forts or jassa-ri outposts. which will have its own stories and events unfold. some even starts a few quest chains.some dungeons I've tried to add options on how you enter how you enter will have sm impact on what goes on. there is size differenses in some of the random optional stuff. some dungeons have several levels. the times you stumble across ancient dwarven fort's you may have to runn through some caves and mines first particulary there is one large dungoen of just that sort. that goes on for 4 layers. but the end reward and the story I believe will be a compelling reason. to finsh. also if you have dungeons that will have darklands events and dreamscape events. theese will be triggered if you have the apropriate feat and or/the azure star.
The azure star is probably worth mentioning. this is an Artefact which you get at the very beginning that scales with level/ spirit power this part of the main quests and this item cannot be removed. this item will have stats partly based on your class. the azure star will also be the key in unlocking spirit energy and and darkland related feats. the spirit shaman has a few interesting uses as well for the spirit energy system.
the spirit energy system is directly darkland related and can most of the time only be used in darklands. there are ways however to channel those powers into the prime plane but hey are unlocked as the main story goes on. I have balanced this system fairly well and I feel confident that I have made a system that does not interefere with my low magic policy.
Also in other news , Apep the maker of The magical miscelania pack, has completed the Item sets for TDM this is great new for me as I can start distribute them as loot for their respective dungeons. I also look forward to his v 1.5 realease of the MMP. this has been a great asset in my module as there are tons of interesting blueprints there.
right now I am assembling the dungeons into module structures and tried to keep module loading at a minimum. this has been hard as there are quite a few areas that needs connection.
so far I ahve made individual modulesfor the overland maps and their dungeons I have 10 om's i total including the continent of haedrin, the grand ciy of Aesir and the Jungles of the ancient tribes. The city OM is turning out quite nice though a bit heavy on the areas. so the single module load is high, thinking about splitting this again into a 2nd module.
I also have a module for the fishing quest , beer quest and a wine quest. each will eventually lead to a item revard and a nice addition for the stronghold.
about the strongholds. I have split the stronghold between the different classes:
-the divine classes will get a hidden church in the woods
-the druids,spirit shamans and rangers will get a forest grove.
-fighters and paladins will get a fort near the northern wall.
-sorcerors and wizards will get a Grand tower in the highlands.
-rogues will get their own hidden cave.
-bards get their own inn.
-swashbucklers will get their own "beached ship" home
-in addition every class have the option of becomming hte governor of the pirate island. if they play there cards right.
-warlocks wil lget a dungeon with summoning/binding circles.
-monks will get to restore a ancient monastery in the mountains.
the pirate island is also a hidden area which requires a few quests to be tied together first.
but the rewards , oh the rewards:D
the areas like the sorceror/wizard tower will act according to class, ie wizards tower will ahve more books scrolls and more wizard like. and sorceror more sorceror like
same with figters/pala fort paladins will have more religous undertone and events.
same for the druid spirit shaman , and ranger etc etc etc.
I wont go the nwn2 route of building etc but there will be desicions to make. and you will need to manage the troops/hunters/others in order to make your fort be able to handle the hindrances it will face. the way you treat your fort will have implications on the main story. this was a hell of a job and I will never ever do something like this ever again (well unless it would be cool to do so in another module.) there will be points in the story where you are called to the fort and you need to deal with incidents. just like BG2
back to the module setup. the classes will have their own mod with the quests areas. those mods are split into nature, divine , rogue and magic. as some areas overlap and there are some unique. this is to keep the mod count and load times as low as possible.
the encounters in the City OM is greatly influenced by what factions you work with and against. some random encounters wont be combat but rather random story elements or plain unique sights/ humorus encounters.
there will be a lot of factions to keep track of. as each city you travel to is more or less a self governing "city state" with lords that have their own agende, htat does not include the newborn empire of Aesir. which more ore less consists of Aesir itself and a few more cities/villages.
thos cities not affiliated directly to aesir will have their own faction and reputation attatched to them. so choose your friends wisely or find your self at the wrong side of a drawn sword.
there is a few quests that will alow you to go deep into the political intrigues.
Combat is something I have given a lot of thought after playing a few community mods I've drawn sme inspiration from some of them. I am particularly as I probably mentioned before inspired my J.E Mckellar's Last of the danaan. the encoutners especially boss battles will require some thinking in order to survive. some encounters will have invulnerable foes , like when you are trapped in a cave with a spellhunter. the spell hunter cannot be killed by you , but it is injured and will aply hit and run tactics to bring you down. the caves are dark and the spellhunters are hard to spot. you will have to run through the caves loking for a way to kill it before it kills you. there are several ways to end him depending on class skill checks etc.
some bosses requires you to split your party in order to do some stuff simultaneously or at different locations.
Puzzles there will be some puzzles and riddles since this is something of a love /hate thing I have some medium easy ones in the main story and some really hard optional ones , once again effort equals the reward ;) .
the Skyships probably will be heeds walkable ships for now. though I still need to raise the skeleton for overland travel or find another way of making hte skyships seem "real".
the skyships will ahve combat options in a spelljammerish way.
this post is probably a large wall of text that very very few will read if at all. though I hope if someone reads this that I've managed to get some interest in this mod. especially since I hope to crank out some stuff soon.
I've also managed to crank out a few more songs for the soundtrack. and soon I have the complete sound library available to me again (before the weekend actually) so I might upload some more songs to the vault.
the mod will end up being a huge story driven campaign with sandbox options. you will have a lot of options to travel along and explore as you go deeper into the main story which will remain somewhat dominant.there will be paralell stories being told along with the main and alot of branches from it that will have its own end. this is so you can choose to avoid a lot of quests if you replay it or just want to see the story to an end.
Leyla: human rogue, starting companion. a trusted friend through your childhood that joins you on the adventure. she smarter than the average villager and does well in anything she tries to do. she always thinks things through and is rarely ever without a plan b.
she is notoriusly restless and impatient. she always has something in her hands like a coin or something similar to keep her hands busy.
Joshua: Human, Fighter. Starting companion the other part of hte trio that makes you ,leyla and joshua. Joshuea is the village Blacksmith aprentice. his unusually large frame coupled with his stamina and strength makes him more able for the more labourous work. he wants to live a simple life as a farmer one day. he is immensly loyal and and unlike leyla follows every law to the letter. his most prominent features apart from his large size is loyatly and sense of justice.
Hrotgar, the White.Minotaur Ranger, 2 weapon fighting style. An albino minotaur of the Zathrum tribe. Hrothgar is a kind minotaur with a rather "rough" sense of humor. he may or may not have a growing addiction to a certain mushrom. he is on his Maruk-gel. this is a initiatiion rite for young minotaurs to join the society as a warrior. they are to find a prey or a evil that needs to die and embark on a journey to slay it. he is very secretive about what exaclty he is looking for only that he will know it when he sees it.
Galina the cursed. Gnome warlock. Galina is a tormented warlock that does not what or why she has the powers she has. she has nightmares and sometimes she has blackouts that usually leave her in a burned down village with small hills of distubingly twisted corpses. she is a recluse and rarey speaks to people , she tries to avoid people and populated areas. the past events have filled her with guilt and she wants to take her own life. however each time she tries to end her own existance she has a blackout.
Murin StoneHammer.Dwarf, cleric. a Cast out King of a long forgotten dwarven clan hiding from the demon's gaze. a revolt as a result of a few bad years after burrowing into a pocket of lava led to him being exiled. he was blamed for the the entire incident and cast out. since dwarven laws forbid the killing of another they chose a more indirect aproach. he has since wandered the mountains trying to prove his innosence. dealing with some friends still on the inside of the dwarven halls he strives to prove that he was sabotaged. he is like most dwarves a bit grumpy but immensely loyal to friends. and will go to great lenghs to protect what he cares about.
Salem: Halfling, Paladin. after seing his clan killed he swears an oath to cleanse the world of evil. his devotion so strong it thundered across the planes. he was given the gift of Aeos as the first paladin in the world. unless the player has chosen that class/fate. he is silent most of hte time and only speaks when he have to. sometimes he may give into his anger. in order to become a full fledged paladin he must prove to Aeos that he can controll it. he sees a potential in you to be able to fullfill that quest.
Gorak:"earth genasi" Druid. thousands of year ago he was fleeing for a jassa-ri hunting pack hding into the stone wall of a cave near theym. the jassa ri camped in that cave and to avoid being discovered he hibernated into the stone. in present day he has slumbered so long he has forgotten alot of his skills and lost much of his memory. he rembers his tribe and that he was on a important mission to the capital. to meet with the ruling council there. he joins you in hopes rediscovering more about himself.
well I guess this will ahve to do for today :)
this has been an amazingly fun project and incredibly time consuming.
Wednesday, May 19, 2010
so what I have done now is finished of the OM areas random encounters for each of the 8 sections of the main map and conected the cities. travel will be done by either overland travel or if you wish to save time. caravan travel where a given percentage will be set to trigger a random Encounter. you can join as either a paid Caravan guard or as passenger. the encounters will vary slightly depending on what you choose to be. there will also be ship travels to and from the cities with harbor's.There will be ship battles. and finally when the players discovers the airship. you can fly all over OM. the Area enter script detects if the players travel on the airship. and despawns the colision blockers so the airship can fly anywhere. unless ...you hit a dragon or something else entirely. I have also started connecting the other areas for the main story and tied them to the OM.
Now I gotta finish the Aesir OM and the jungle OM and I should have a month or so to connect areas. Other than that I am hoping to eventually get some more dungeons ready. for the OM random encounters. but now I have spendt some time on the computer, so I gotta head out into the sun once more.
oh and I'll add theese screens
Wednesday, April 28, 2010
The overland maps are almost done now. and I'll be starting the tedious task of connecting the areas to the 8 interconnected overland areas. after that I'll be adding the triggers and setting the encounter ratio. since the overland maps are so "large" I find that the encounter ration in SOZ will jsut be silly. there is also a lot of elevation in my OM and tons of "off the beaten path" areas to find.