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Return to the Serpent Isle - Ultima based module in progress


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#1
Sergorn

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Greetings !

Well here I was about to update the post about my project on the old NWN2 boards... and it took me some time to realise there are moved. :blush:

So in any case it is a good way to start afresh, and thus create a new post to update you guys about the progress made on Return.

For those who might not know, "Return to the Serpent Isle" is an Ultima-based module which aim to create a new Ultima story for NWN2.

We have a website set up
at
http://www.ultima-return.com

In any case I wanted to share our latest developments. 

We have just done our July Update, as as you'll see quite a bit of progress has been done since the last update, with notably two new releases at NWN2 Vault, a Death/Ressurection system, and a Currency systems. 

On a side note as we are progressing on the overland map, we figured we'd need a way to handled transitioning from one map to the next, and while looking at the old Realms of Ultima topics we noticed one such way had been deviced, so we will be implementing it. 

Also we've been having some crazy ideas about potentially expanding JasonNH's awesome boat travel system and we'll share more about this we figure out how/if it can be done.

So this is all for now, I look forward to whatever comments you guys might have (and if anyone feels like joining up and helping, give us note!)

-Sergorn

#2
Banshe

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Cool stuff! I saw that you are releasing stuff on the vault (death and a money system). Perhaps you could provide a description of what these systems do in the description section. What you have there gives a vague idea but nothing too concrete.

#3
JasonNH

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You guys are cruising! No pun intended. :)

#4
The Fred

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Yeah, it's great to see so much cool work being done but like Banshe said, you don't actually explain a lot of the systems you release, so it'd be nice for us who've know nothing of Ultima to get a bit more info.

#5
Sergorn

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Hi guys !

I just wanted to give you the head's up with an update to our resting system:
http://nwvault.ign.c...d=193629&id=328

Compared to the previous one, it adds the possibility to define the % chance of getting a monster encounter when sleeping as well as the possibilty to choose comfortability levels which influence the amount of HP regen you get.

The idea is that you can set the comfortability depending on the area (say for instance sleeping in a dungeon would just not be as comfortable as a nice inn), which basically means there are only so much you can heal by resting in dangerous areas and it would enforce the use of magic, potions and such for healing rather than just doing the usual sleep/heal/get on with it routine of many modern RPGs. Combined with % rate of encounter, it should make for a good way to offer variations to the resting routines in the game.

Note that Return will also have a skill which will allow characters to suffer less from the effect of low comfortabilty.
The file also include a .txt with more detailed instructions, and we've taken good notes about your comments about the systems for future release, so we'll try to give more detailed descriptions of the next system.

A couple of other systems should be up within the week as well with the website update coming up this week end.

Modifié par Sergorn, 24 août 2010 - 09:41 .


#6
Sergorn

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Another system, a new version of the Death/Ressurection systems

http://nwvault.ign.c...s.Detail&id=335

It comes with a more detailed description and extensive documentation. It also adds to the mix a DAO kind of injury system, where being "killed" in battle, rather than having your characters revive with no downside at the end of battle, have them revive with downed statistics until you heal them with a potion or a healer.

-Sergorn

Modifié par Sergorn, 26 août 2010 - 08:38 .


#7
Sergorn

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And here goes our last system release for the month:
http://nwvault.ign.c...d=197501&id=341

A guard/prison system, in pure Ultima tradition. 

This system allows the detection of a theft by a NPC. If an item belonging to someone is taken while a NPC is near, he will give a warning, threatening to call the Guards. This set a Level 1 alert status which goes out after a while, but should the player is noticed taking another item or opening a chest he shouldn't, the NPC will then call the Guards.
 
A guard will then appear and come to the PC leaving him three choices: Going to Prison, Bribing him, or refusing to surrender and fighting him.
 
Should the player surrender he and his party are all transported to Jail, with all their belongings set inside a chest outside their cell. Inside the cell the player has the opportunity to escape through a secret passage, or bribe his way out by paying the guards.

We still have a few feature left to implement but we are actually pretty close to having all our features done by now Posted Image

#8
rjshae

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A few random thoughts:

Your prison could use some sort of punishment for those who have to stay. Perhaps have some of the best gear get "confiscated" as a "prison management fee", or maybe it is held by the authorities for a probationary period following the release.

In the prison you might give the party the option to fight their way out via a gladiatorial arena. They must fight with basic equipment, and in an anti-magic enclosure. It shouldn't be too difficult to build, what with the arena placeable from the OC and the antimagic effect from Duskwood. You'd just need some cheering fans along the sidelines and various mundane encounters of increasing difficulty and novelty. (Unique gladiator boss battles could be added later.)

Modifié par rjshae, 27 août 2010 - 08:51 .


#9
Sergorn

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Just a quick update to inform you that our monthly update is up at the website altough it doens't have much news to offer outside of what we've already released here:
http://www.ultima-re...e-guards-thief/

Regarding punishement we are thinking of it, and we figure the final game would have some sort of negative effect should the player decide to serve his time.

Regarding the Gladitor stuff it's a good design idea albeit not quite fitting to the Serpent Isle I'm afraid ;)

-Sergorn

Modifié par Sergorn, 31 août 2010 - 01:46 .


#10
Sergorn

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Hi guys, I just wanted to share a small video of our character creation system:



So basically a working Britannian character creation. Note that the one we'll use in the actual game will be different (as it will be based on Serpent Isle's Virtues), but this version will be released later this month at the vault.

-Sergorn

#11
nicethugbert

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NEAT!

#12
kamalpoe

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Yeah, that video, what ntb said. There has been significant interest in the community on intercepting the character creation system like that.

#13
MokahTGS

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Great!  Hopefully my Gypsy Village was useful then.  I look forward to both virtue systems.  I'll probably integrate that system into my existing Gypsy village and release it as another prefab for the community as well.  

Basically a working Ultima Starter Module for people to build with.  I look forward to all the systems, especially the magic system.  I haven't forgotten about the reagent icons...I need to find them, and get them too you.

#14
Sergorn

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The way it works basically - is that we've basically/reduced all the usual NWN2 character screens. So the usual NWN2 process only consists of picking the name and appearence of the character.

Your PC is attributed is "classless" template. Upon completing the character creation sequence, you character is attributed his final class, the stats that goes with it, and his starting skills.

Our module is designed to only take STR, INT, DEX into account and used its own Skill system as well, but it shouldn't be too hard to adapt it with the usual D&D stats and skills if one wants it (if there is some demand I could perhaps ask our Lead Programmer to come up with something like it).

You can also use it where your want, in Return the character creation process will begin immediately upon starting the game, but you can set it up to a specific gypsy NPC later or something if you want it.

Glad you guys like it :)

@MokahTGS while we did get your Gypsy Camp, I believe Krom actually did this from scratch. He's insane like that Posted Image Also we already did release the Magic System (albeit with only sample spells).

Modifié par Sergorn, 02 septembre 2010 - 07:17 .


#15
MokahTGS

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Well, I'm glad to see this stuff coming out, to be sure. The more options we have the better...plus it's Ultima!!

#16
Sergorn

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That's sure :)



Our plan down the road is basically to release what I'd call a "Ultima Game System" - which will basically be an unified version of all our system and would theorically allow people to craft their own Ultima modules



I won't give an ETA for this, altough I do hope to have a first version done before the end of year (we actually have very few feature left to implement and Krom is unifying all the systems as they come so it shouldn't be too long to do - but we have another bigger thing that will focus our attention for the next few months)

#17
Sergorn

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Hi guys ! I just wanted to let you know that the BRitannia Character Creation module is now up at NWNVault:

http://nwvault.ign.c...s.Detail&id=342

Modifié par Sergorn, 04 septembre 2010 - 12:02 .


#18
Sergorn

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A little heads up for you guys, just to inform you of our newest monthly update:

http://www.ultima-re...am-return-unite

Modifié par Sergorn, 01 octobre 2010 - 05:48 .