Module Work-in-Progress: Reversal of Fortunes
#26
Posté 17 juillet 2010 - 01:34
I'm trying to figure out how to do a "Battleship" type game (as per the old boardgame), but I'm sort of stuck on how to get it to recognize where appropriate places are for the player to place their ships. Was hoping to use the Sudoku codes as a base but that doesn't seem to be working out the way I had hoped. Might have to scrap that one if I can't get it to work.
It all goes back to me trying to make quests where combat is not the major factor. Sure there's some of those in there, but quite a few can be completed without ever drawing your weapon. Rogue/sneak type players will find lots that they can do to make that character type quite useful. Though, not really any more so that some other charater type.
- KM
#27
Posté 17 juillet 2010 - 01:34
With all the army stuff there is certainly enough combat that someone could ever hope for, so I am trying to balance that with the personal quests and make many of them non-combat related. Some are riddles/puzzles as above, others you can just (try to) talk your way through. For the most part, each quest has multiple ways of solving it, which should add to some replay value. Occasionally choices in how you complete a quest will decide how the entire rest of the game goes for the player, which can alter dramatically. I'm also trying to make a broad range of skills useful to have. So far (with more to come), I highly advise use of the "rogue" skills and things like bluff, diplomacy and intimidate on top of the standard skills that most people would take for their usual purposes.
- KM
#28
Posté 17 juillet 2010 - 01:35
As to game play length, it's still a bit too early to tell. As an educated guess it will be 30+ hours (but don't quote me on that just yet).
Also, I have been tinkering with the "Battleship" game idea. Think I may have solved my "how to place Player ship pieces" problem so it's looking like it might become a reality afterall. Still a bit more coding and testing to do on that, but at least I may have hurdled my first roadblock.
- KM
#29
Posté 17 juillet 2010 - 01:35
My hold up now it to get it to recognize where the ships that have already been placed are at so that one can't be placed to cross another. I'm on the track of it, but its not working correctly, which of course is making me frustrated. Time for a little break so I can come back to it with a fresh perspective.
I have it in my mind how the attacking will work. It will be more or less like the boardgame itself. Pick a target square, check to see if there is a boat in that square, designate hit or miss. Just need to get the ship placement straight before I worry about that next step.
- KM
#30
Posté 17 juillet 2010 - 01:36
Still have some more coding to do and a couple bugs to work out in order to finalize it, but its coming along.
I think I like doing these little scripting system challenges more than actually building a whole module, probably why I'm making so many of them lol.
Happy New Year to all!
- KM
#31
Posté 17 juillet 2010 - 01:40
In a similar fashion, been working on a related system that allows for the rebuilding of destroyed objects. If the story text states that this town is being rebuilt, expect to see that reflected as you look around the town. Eventually the entire place will be rebuilt back to "normal."
Also some other dynamic area changes. These are more or less "window dressing" type things. If you took over a place that was once held by the humans, when you return, expect to see some stuff like garbage around (goblinoids aren't known for their cleanliness), bodies hanging from the walls or on pikes, etc. If you have an army symbol, it will replace any that were the humans' army symbol or whatever.
#32
Posté 17 juillet 2010 - 01:41
I've recently been lucky enough to have a community member here join up with me to handle the writing sides. That way I can concentrate on the area building and scripting side of things. He goes by the registered name of Akhoyeh here on these forums. I've seen some writing examples already and think the community will really enjoy what he will produce.
While it was really never my intention to for a "team" to build this module - if there is anybody out there that would also like to help/contribute, we would welcome your aid.
#33
Posté 17 juillet 2010 - 01:41
While Akhoyeh does his thing, I have continued to add in module areas as well as work on some scripting, here's the latest script venture:
I have a rudimentary system scripted where the player can form and command small squads of soldiers during a Battle (I suppose for future reference I will capitalize the "B" in "Battle" when referring to a large-scale war battle, otherwise it means just a normal fight). The player's user interface is rather clunky as it stands, but cleaning that up is the easy part. I'll probably make a custom GUI for it. Getting the scripts to work in the first place is more important at this time.
So far the player can collect creatures in the local area and form them into a squad. They can then command that squad to do things like attack a specified target creature, destroy/attack a (bashable) placeable and follow along behind the player. Some things I have yet to add:
- Various squad "marching formations"
- Stay here and defend this area
So, questions for the community:
- Any other actions you can think of to add into this?
- Any other ideas for this in general?
- Also, any suggestions as to how we should mark the individual soldier as part of Squad X (if at all)? I had the idea of placing a Visual Effect (VFX) on them that floats over their head. For testing purposes, right now they just have a VFX applied that says "Group 1", "Group 2", etc. that floats there. There has to be something better... We should add something I guess. I'll put an option in the Admin Menu to turn it off for those players who don't want the VFX (or whatever method we come up with).
Party on!
- KM
#34
Posté 17 juillet 2010 - 01:43
There are (currently) two ways to add troops into a given squad. The first is to select an "Add" button, and then click on a specific allied creature. They will then get added to the currently designated squad. This is so the player can decide the specific makeup of a sqaud if they choose.
The other way is to select a "Group" button, which will add all the allied creatures into a squad that are within a given radius of the PC. Those added to this "Group Squad" (which is still a specific choosen squad, i.e. S1, S2, etc.) will still retain their membership of their original squad. This is so that you can run around and continue to gather up the different creatures/squads and issue them all an order if you want. For example, you have set up 4 squads. Squads 1, 2 and 3 are made up of individuals. You have set squad 4 to include all members of 1, 2, and 3 (plus some others if you wanted). You can then give the command to S4 to "Follow" the PC, which all squads will then do. Once you reach a location you were heading to, you can then order S1 to attack Enemy X, send S2 to defend Postion Y, and have S3 set an ambush at Location Z. Once they have done their thing, you can then command S4 to once again "Follow" the PC and they will regroup.
With the whole thing being GUI driven, you can pause the game and give orders to different squads, which will then be executed once the game is unpaused.
#35
Posté 17 juillet 2010 - 01:43
The actions/commands you can make are currently:
- "Group" - (Add all allies in local area to Squad)
- "Follow" - (Follow the PC that gave this order)
- "Ambush" - (Set an ambush at designated location)
- "Attack" - (Attack designated creature/placeable)
- "Move" - (Move to designated location)
- "Add" - (Add targeted ally to current squad)
- "Defend" - (Defend the designated location)
- "Ungroup" - (Disband the current squad)
- "Wait" - (Wait at the location squad is currently at)
I have room for one more button on the GUI. I was going to add "Formation," but since that's more aesthetic than practical, I figured there might be a better choice (plus the "Formation" would require a second GUI in order to choose the formation setup itself - no big deal for me to do, but adds to screen clutter).
With only one slot left (as things stand), what should that last command/button be?
Also, many of the words don't quite fit on the buttons. Anybody have suggestions for different, shorter words that mean the same things (see link above for pic)?
- KM
#36
Posté 17 juillet 2010 - 01:44
- KM
#37
Posté 17 juillet 2010 - 01:49
For those who have read this far here's a little something new - an in-game video of me trying to sack the castle with my army. Played/recorded using my low-end laptop, so framerates and such are not the best, also there's still some debug float text messages in there yet to be removed. Due to YouTube time limits, I couldn't post the entire thing. You'll just have to play for yourself and see if it's possible to do: Click Here.
- KM
Modifié par _Knightmare_, 17 juillet 2010 - 05:25 .
#38
Posté 17 juillet 2010 - 03:31
Just re-reading all this has me itching to play it. So hurry up and finish it already! I promise to not come up with anymore battle system or AI Choice related ideas so you won't be able to blame any further scope creep on me!
Now, before I keep that promise, I was wondering, could you --- ah. Just kidding.
Please let me know when you need playtesters. This looks to be so different from any other gaming module experience that I literally just can't wait to try it out.
best regards,
dunniteowl
#39
Posté 17 juillet 2010 - 04:59
dunniteowl wrote...
_Knightmare_,
Just re-reading all this has me itching to play it. So hurry up and finish it already! I promise to not come up with anymore battle system or AI Choice related ideas so you won't be able to blame any further scope creep on me!
Now, before I keep that promise, I was wondering, could you --- ah. Just kidding.
Please let me know when you need playtesters. This looks to be so different from any other gaming module experience that I literally just can't wait to try it out.
best regards,
dunniteowl
Hey there DNO. Yup, still working on stuff here though we're a while off from getting any real playtesting going. John (my co-conspiritor in this endeavor) has done a LOT of writing for the module. Some really good stuff in there too.
The downside is that I'm trying to handle everything else myself, which, especially with a module of this scope, is taking forever. Not to mention the various hold-ups that real life throws you.
So, based on a suggestion from John:
This is an open invitation to anybody who wants to try and lend a hand with our module. It doesn't really matter what you want to contribute (or your skill-level at doing so), its all open - though John is the lead on writing and myself with scripting. We could still use help on a variety of things such as:
Area Builds and Edits
Cut-Scene set up
Basic convos and scripting
Quest building/ideas
Blueprint Creation (items, NPCs, placeables, etc.)
GUIs and other Custom Content
Anything else that goes into making a module
Out of necessity I'm sort of a "jack-of-all-trades" in the toolset, so I can guide people on most things if you don't know how to do it yourself. If interested, let me know. We don't rush people or require you to do a specific amount of work. Be a permanent member of just a one-time contributer, its up to you.
Modifié par _Knightmare_, 17 juillet 2010 - 05:01 .
#40
Posté 17 juillet 2010 - 06:31
Modifié par Magnus Pym, 17 juillet 2010 - 06:34 .
#41
Posté 17 juillet 2010 - 07:46
Is the battle system an add on to the mod from a story point of view or do we need to master this to move the plot along. Whichever it is I am looking forward to having a go. I still have my heart set on an ogre attack group, can't think of anything more chaotic.
With that in mind do these guys always do exactly as they are told? Or can it get a bit random?
Love the avatar, you and hell fire have that nailed. I guess I need to find me a picture of some pajamas
PJ
Modifié par PJ156, 17 juillet 2010 - 07:48 .
#42
Posté 17 juillet 2010 - 08:01
#43
Posté 17 juillet 2010 - 10:29
PJ156 wrote...
Enjoyed that video _Knightmare_ it looks like that aspect of the mod has come together well.
Is the battle system an add on to the mod from a story point of view or do we need to master this to move the plot along. Whichever it is I am looking forward to having a go. I still have my heart set on an ogre attack group, can't think of anything more chaotic.
With that in mind do these guys always do exactly as they are told? Or can it get a bit random?
Love the avatar, you and hell fire have that nailed. I guess I need to find me a picture of some pajamasOf course that might not be so bad, it kind of depends who is wearing them.
PJ
Thank you (and to you too kamal).
The battle system can be an add-on. There is a story option for the player if they choose to use it (and they can return to "activate" this feature if they previously chose to ignore it). Else the soldiers will simply run through a series of predetermined waypoints (in this case the player has no control over them, but also does not have to try and control them). This is their default setting, so, even if the squad control is activated, nothing says you need to give them orders (and you then leave them to the default paths). It can get pretty chaotic yes. Being goblinoids, they may not always follow through on a given order - especially if a nice ripe head comes along looking to be smashed.
#44
Posté 18 juillet 2010 - 03:08
#45
Posté 18 juillet 2010 - 04:42
#46
Posté 22 juillet 2010 - 11:46
#47
Posté 23 juillet 2010 - 11:49
Also, welcome to our new team member Shaun the Crazy One!
We have set up a project Social Group. You can view it here: http://social.biowar...scussions#group
For anybody else who is interested in helping out, please reply to this post: http://social.biowar...iscussion/9330/
#48
Guest_Chaos Wielder_*
Posté 24 juillet 2010 - 02:05
Guest_Chaos Wielder_*
Also, great that you've got some team support. Your project is pretty, uh, HUGE, so any help your way is always nice.
#49
Posté 08 août 2010 - 12:13
Chaos Wielder wrote...
Can I take those lousy elves out of the valley and down, down to Goblin town? Sometimes their pointed ears get on my nerves.
Also, great that you've got some team support. Your project is pretty, uh, HUGE, so any help your way is always nice.
Thanks, we've been lucky enough to have a couple more offers of aid (and yes, that is very nice). Shaun the Crazy One is working on some custom music tracks as well as some area building and perhaps a bit of scripting. Baian has offered to do some voiceovers.
Speaking of voiceovers - MercuryMan, our writing lead, is looking for some people to do more voiceovers for the module. Anybody who is interested, reply here, to our Discussion Page or contact either MercuryMan or myself directly via PM.
As for myself, I've been busy adding in some cut-scenes movie type sequences that MercuryMan has provided. Gearing up to (perhaps) help out ArtEChoke - who has been gracious enough to work on producing an intellect devourer model for us - with the scripting needed for that new model.
#50
Posté 08 août 2010 - 02:22
dno





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