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Module Work-in-Progress: Reversal of Fortunes


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#26
_Knightmare_

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Thanks guys. Yeah, that whole area is one giant puzzle (or rather a series of puzzles/riddles). The picture with the game board is a Sudoku type game, just using matched placeable pieces instead of numbers. There's another spot (unpictured) with a more traditional "pull levers in correct order" puzzle, but it has a slight modification. The correct series is randomly chosen and might even reset/change its random order solution depending on what the player does. Which is sort of cool for me in that even though I created it, I don't know what the correct sequence is. If you are smart (or lucky), you can get through the entire area without a single fight. If your not... well...



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
_Knightmare_

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Thanks DNO, I appreciate that.



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
_Knightmare_

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Thank you very much.



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
_Knightmare_

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I have it working fine that the ships can be placed on the game board. Basicly each ship has a "length" measured in board squares (and it will therefore take 3 "hits" or whatever to sink my battleship). The square you select as the placement is where the ship bow will be and then the system just counts from there to know where to put the little boat placeable itself, reversing it's facing direction if needed to fit correctly on the game board.



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
_Knightmare_

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I'm working now a bit on refining the "Battleship" thing. Previously the NPC would just randomly pick grid squares to target. Now it will recognize when it has made a "hit" and found one of the PC ships. It will then start targeting the squares surrounding that "hit" and try to actually sink the ship (like a normal human player might). It was pretty easy to beat the NPC before, now its actually a bit of a challenge.



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
_Knightmare_

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Been adding a few more things in. Mostly based around making the areas more dynamic. Finishing off a script system that allows buildings and other placeables to be destroyed. When destroyed, they will be replaced with the related "ruined" or "burned" version. Not everything has a destroyed version of course, so that sort of limits what can be destroyed by the player.



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
_Knightmare_

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I've been steadily working on building some areas now. At last count, there was around 50 areas so far (both exterior and interior).



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
_Knightmare_

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Akhoyeh has been quite busy with the writing aspects of the module and between the two of us (mostly him) we have what I think is an excellent storyline going. The way it looks, this is going to be quite an epic campaign on the order of a full expansion pack (in scope/size if not in quality of my personal work lol).



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
_Knightmare_

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I now have it set to where you can oder around up to 4 squads at any given time. You do so simply by clicking the "S1" button ("Squad 1"), or "S2", "S3', "S4" - until you change the designated squad, all orders will be given to the currently selected squad. Squads will act independantly of each other. I could easilly make it so there are more than 4 squads available, but the GUI is getting cramped as it is. The number of individuals you can have in a given squad is 1 to unlimited.



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
_Knightmare_

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Ok, I have the Squad thing pretty much done. I have two options for the player to have the GUI look, either set up vertical or horizontal. The GUI is draggable so you can place it where you want it. The buttons need to be reordered, so please ignore their chaos in how they are listed.

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
_Knightmare_

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Ok, as suggested, you can now designate a creature to be defended as well as a location. If it's a creature (including the PC), the squad will follow them around and fight anything hostile that comes close by. After the fight, they will return to defending/following their target. They will continue to defend their charge (creature or location) until you give them some other command or change what they are to defend. Both work from the same "Defend" GUI button, it just matters what you click on to target (either an ally creature or the ground itself). To defend a placeable just have them defend the location the placeable sits at.



- KM

#37
_Knightmare_

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END OF TRANSFERRED POSTS

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
dunniteowl

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_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

#39
_Knightmare_

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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
Magnus Pym

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Kickass avatar for kickass person. This guy's projects, since NWN1, are totally awesome. Man I miss the SS team sometimes. :D

Modifié par Magnus Pym, 17 juillet 2010 - 06:34 .


#41
PJ156

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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 pajamas Image IPB Of course that might not be so bad, it kind of depends who is wearing them. 

PJ

Modifié par PJ156, 17 juillet 2010 - 07:48 .


#42
kamalpoe

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That video is amazing.

#43
_Knightmare_

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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 pajamas Image IPB Of 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
MindYerBeak

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It's about time those oomans were taught a lesson in manners. The battle looks epic and the interface superb.

#45
Magnus Pym

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Just saw the video KM. Can't wait to crush some human skulls.

#46
The Fred

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Wow, this looks awesome. I haven't even read all of this yet and I'm already excited (though I did read the old post on the now-deceased fora). Keep up the good work!

#47
_Knightmare_

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Thanks for the last few comments on the video. That was just a test run there.

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_*

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Can I take those lousy elves out of the valley and down, down to Goblin town? Sometimes their pointed ears get on my nerves. :P



Also, great that you've got some team support. Your project is pretty, uh, HUGE, so any help your way is always nice.

#49
_Knightmare_

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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. :P

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
dunniteowl

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Just added my self to the assisting list...



dno