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Module Release: The Wizard's Apprentice


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87 réponses à ce sujet

#51
Eguintir Eligard

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Islander gives the rogues their 15 minutes of fame :)

#52
M. Rieder

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Eguintir Eligard wrote...

Islander gives the rogues their 15 minutes of fame :)



Or in my case, 2 hours, until I figured out what I was doing!

Modifié par M. Rieder, 12 septembre 2010 - 03:53 .


#53
M. Rieder

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Just a quick thanks to everyone who voted.

#54
M. Rieder

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I'm still monitoring this thread in case there are any problems/bugs.

#55
steelfire_dragon

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you know I was wondering... what would happen if my wizard used invisibility instead of going on top of the tower??

#56
M. Rieder

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I think that you would have been able to elude the orc horde, but the masked figure would still have found you, since he was watching the whole operation to make sure everything went according to plan. The masked figure never completely trusted the orcs, and rightly so.



Of course, in the module, none of this could have happened because I scripted it so that the only course of action was to end up on top of the tower. It is interesting to think of possible alternate endings. Maybe when I finish the series, I may include more content like this. What do you think?

#57
Shallina

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If you start with this stuff, be carrefull, the end can becomme very very far :) But If you got the will, it will clearly improve a lot your work.



But it's a lot of effort, to be sure that different path don't overlap and so on.

#58
kamalpoe

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steelfire_dragon wrote...

you know I was wondering... what would happen if my wizard used invisibility instead of going on top of the tower??

Unless you also cast inaudibility, which is not in the game, the wizard would still wind up on orc skewers. Invisibility doesn't make you quiet like a :ph34r:    :D

#59
steelfire_dragon

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But I can still make a run for it, and use the rod to aid my escape

Modifié par steelfire_dragon, 07 octobre 2010 - 01:18 .


#60
M. Rieder

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It would definitely take some trickery. Now, if you cast invisibility, then teleported to the top of the tower to grab the wand of fireballs, then teleported back down (assuming you don't drop the rod of teleportation this time) you could cover your escape with glorious pyrotechnics and a trail of smoldering orc parts....





...of course if you have a wand of fireballs, you aren't really the one that needs to do the escaping...

#61
steelfire_dragon

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I was asking to whether or not it would change the ending or would my wizard still wake up in a pine box on a slow barge to calimport.

#62
M. Rieder

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It wouldn't change the ending. The masked figure is still going to find you and sent you to..... well... you'll find out where when the sequel is released.

#63
steelfire_dragon

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ahhh so then he'd follow you tp tpwn and still but the pc on a slow boat to calimport

#64
M. Rieder

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Yeah. He's persistant and he has a plan for the PC.

#65
Quixal

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I just started playing this last night. So far it is nicely done. It is a wonder I didn't get to it until now given that the mod features my favorite class in as close to a utility mage capacity as a computer game is likely to be able to offer. I will poke my head over and vote once I am done.

#66
M. Rieder

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Quixal wrote...

I just started playing this last night. So far it is nicely done. It is a wonder I didn't get to it until now given that the mod features my favorite class in as close to a utility mage capacity as a computer game is likely to be able to offer. I will poke my head over and vote once I am done.


Great!  I love playing wizards too, thus the module.  I am working on putting alot more utility type adventuring in the sequel.  I would love to hear suggestions if you have any.

cheers,

Matt

#67
Quixal

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I am not sure what I could suggest as you seem to be on the right path. I like the idea of dialogue options opened up with certain spells and puzzles solvable with certain spells. It would also be nice if there were several possible solutions.

#68
M. Rieder

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Sounds good. I'll keep trying to implement spells in creative way then. If you think of anything you would like to see, put it here or send me a message. Don't limit yourself, I like to script, so be as creative as you want.

#69
Quixal

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Part of what limits me in making specific suggestions is not really knowing what the engine is capable of.

One thought would be to use the various polymorph forms for specific purposes in addition to the enlarge and reduce spells. Though the game limits one on the possibilities, each would seem to have a niche. Giant spider for climbing walls for example. There are also a few defensive spells that emulate undead that might be usable to move unmolested among them. A few defensive spells also allow you to be incorporeal or be on the border ethereal that might be used to pass through rubble or such.

I will post suggestions as they occur.

Modifié par Quixal, 13 décembre 2010 - 01:50 .


#70
Arkalezth

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Quixal wrote...

There are also a few defensive spells that emulate undead that might be usable to move unmolested among them.

What spells do you mean? Living Undeath is Cleric-only, IIRC.

#71
Quixal

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Arkalezth wrote...
What spells do you mean? Living Undeath is Cleric-only, IIRC.

I was thinking Ghostly Visage specifically. To be fair I may be operating under an older pnp description though.

#72
Krozam

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An excellent mod, I just finished it. I'm not much into puzzles usually, but I had a lot of fun with this one. A couple of things I'd like to mention:

- I bought the Riverwine and drank it just for the heck of it before I received the quest to go buy it. I had no save before this event, so I had to resort to a cheat code to get myself a Riverwine. Perhaps in the next update you could give the tavern keep more than just one bottle of that terrible drink? It probably doesn't sell too well, but it's a bit of a problem when a curious halfling happens to drink the only bottle just before a somewhat wiser wizard needs it for a bug repellent.

- This module, fun as it is to play, doesn't feel like a story. It feels like a game, thus it isn't very immersive. The way I see it, the problem lies in the lack of characterization. There's a minimal amount of dialogue, all of which serves either a quest purpose or as humour. No character exploration whatsoever. If this were a written story, critics would complain about paper-thin characters. In a game like this, it's tolerable, but personally I hope for a lot more dialogue and deepening of the central characters in the sequel. So that it won't be just a game, but also a story.

BTW, was there supposed to be use for all of the sylph's poop? I only found two enchantable items.

Modifié par Krozam, 23 décembre 2010 - 01:40 .


#73
M. Rieder

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Krozam wrote...

An excellent mod, I just finished it. I'm not much into puzzles usually, but I had a lot of fun with this one. A couple of things I'd like to mention:[


- I bought the Riverwine and drank it just for the heck of it before I received the quest to go buy it. I had no save before this event, so I had to resort to a cheat code to get myself a Riverwine. Perhaps in the next update you could give the tavern keep more than just one bottle of that terrible drink? It probably doesn't sell too well, but it's a bit of a problem when a curious halfling happens to drink the only bottle just before a somewhat wiser wizard needs it for a bug repellent.

- This module, fun as it is to play, doesn't feel like a story. It feels like a game, thus it isn't very immersive. The way I see it, the problem lies in the lack of characterization. There's a minimal amount of dialogue, all of which serves either a quest purpose or as humour. No character exploration whatsoever. If this were a written story, critics would complain about paper-thin characters. In a game like this, it's tolerable, but personally I hope for a lot more dialogue and deepening of the central characters in the sequel. So that it won't be just a game, but also a story.

BTW, was there supposed to be use for all of the sylph's poop? I only found two enchantable items.


Ha!  I never even thought that anyone would drink the riverwine.  Thanks for the input, I'll update that in the next update.  Regarding the characters, I agree.  I deliberately had no companions because I knew I was not ready to create in-depth characters.  This was my first mod and I was trying to figure out the toolset and scripting and the basics of game mechanics.  Now that I understand the toolset and scripting much better, I am putting more energy into character development in the sequel.  There will be companions and there will be far more conversations.  I'm also focusing on how to flesh out the story and add new dimensions to it.  I really appreciate your comments and if you have any more suggestions, I would be happy to hear them.   

#74
Krozam

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Well, if you need any help with the dialogue, I'd be happy to lend you a hand. I'm not very good with humorous dialogue, but if you ever need serious dialogue, I'm your man. I think dialogue is precisely where the biggest problems in the prologue are concentrated: lack of options, moral choices (alingment changes), character building and skill checks. I'm confident I could be of help to you in overcoming these problems in the sequel.



Drop me an email if you're interested: krozam@gmail.com

#75
M. Rieder

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Hey, I just started a new thread along these lines asking for general guidelines for making good characters/plot/conversations. I would be very interested in having you participate in the discussion.