Thursday, April 8, 2010

Overland Map's

I've now started the interesting building of the overland maps.
once theese are done I'll connect the different areas and have a playable mod again.

Ive done a lot of work redoing some early conversations (taking out Faerun references adding animations to cutscenes etc)
and I have started to compile a definate lit of whats needed. I've also sucessfully added books into the mod. I have a dedicated writer writing short stories for The demon melody. theese have turned out great so far.

another thing I am I encountered was the original journal system's shortcommings when dealing with a large amount of quests. And a large amount of quest's at the same time. SO I have gotten Dark/Darksider to make a custom one for me. I had to find another way to od the quests as the original system wasn't able to handle the amount of quests I have in TDM.

Now to some more important stuff. the layout of the encounters.
I've always felt that the standard spawn 4 monsters of type x and kill. it also isn't coherent with what the dungeons in the mod are all about. Every single dungeon have its own place and history in the lore. this is to make the individual places somewhat unique so you do not get that oblivion feeling of "having "been here before". Also what you do before you enter a dungeon may in certain cases lead to the dungeon being harder or easier. this will be based on skill check and/or conversation options. This may be making sucessful skill checks to get inside a dungeon (and the word dungeon is used loosely) without being seen or heard, to to be able to surprise the the inhabitants of the dungeon. making dungeons slightly different depending on how you enter the dungeon. My intention was to make this as lifelike as possible.
another thing is the encounters when you enter there will be more to the fights than just casting the spell or swinging hte sword , you may end up having to chase a particular enemy to stop him from alerting others. Or perhaps activating a doomsday device.

There will also be scaling of the enemies you meet. but only to a certain degree. this to avoid having a lvl 30 kobold as I feel a kobold with end boss hit points is kinda silly. so I have categorized the various level ranges and scaled the the enemies according to category so that the said kobold can never go beyond lvl4 for instance.

another thing is that you can come a cross dungeons thats intended for lvl25+ at lvl 4. you can also run around the entire set of overland maps but you have companions that will give you a tip or two if you stray into high level land. same goes for quests if you should get lost in the myriad.
of them.

now I ahve never talked much about how the mod will be like. originally it was a linear monster now its more like a sandbox adventure. the originall career's are still in the mod and still optional.
as well as a added new career. Bounty hunter. you can get bounties from various wanted posters and bounty hunter offices. when you travel the world you may stumble upon them in random Overland encounters or dungeons. this leads to a reputation gain to the bounty hunters. but if that reputation gets high enough ......well ...lets keep that a secret :)

now I guess I have written enough for this time. I still got more to write but thats for another time.





2 comments:

  1. What I did to handle the player having numerous quests was put the location in the journal title. So "Neverwinter: Talk to the Guards" instead of "Talk to the Guards". Since the journal system sorts alphabetically be default, the player knows all their quests in a given area.

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  2. yeah I could do that as well though I still run into hte problem of things not being as "clean" and as easy to find as I wanted it becuause some quest chains are pretty long and numorous. the custom one will be easier to read and to get a quick overview. and admitedly its cool to ahve a cutom journal system with ui. :)

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