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Risen Hero: Continuing the Story


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#1
Shaughn78

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Not quite a month and a half ago I released Risen Hero: Thrown to the Wilds. Since then it seems to have been well received by the community. I released one good size update correcting a few issues (most of which I created right before release) and grammar errors found by the initial players. I have a second much smaller update that I am putting together, most likely it will be posted mid November, the patch HAK includes all the fixes up to date.

Chapter 2 has been started!

Risen Hero: Powers of Chaos

I  am using a more rigid outline this time to hopefully cut down on production time, because like many of the players of chapter 1 ,I too want to see how chapter 2 turns out. The first area where the player will emerge from the portal has been nearly completed. I won't tell you where but it is somewhere familiar and I have a big game twist as well to pull the player right back into the game.

In this chapter gameplay will open up. It will still be a story driven game, but the player will have more freedom in the order that do things. In chapter 1, the player was a low level character and they were on the run. Now the character has gained a number of levels and made one blow against their enemies. The game has changed from running to assaulting. The player will have the monastery as a home base. Those locked doors in the basement will start to open up as well. A few choices in the first module will open 1 or 2 of them and new choices in the second chapter will open a few more. The Waste Area will remain accessible to the player, so anyone who didn't go there in chapter 1 will be able to go there now, though the challenge rating will be way down for the most part. Most of the areas in Chapter 1 will be inaccessible to the player as the game progresses.

At this time I don't foresee any new companions, but that isn't out of the question either.  I am open to suggestions. I am also planning a for the player to have a second chance at getting Jezebell in the party, that is if they turned her away the first time around. While she isn't a required character, I think she adds a lot to the story.

One of the major areas in chapter 2 will be a swamp area. In drawing up the plans it was to be a massive area for the player to search through with several plot areas. To accomplish this I have used the overlandmap feature to create this expansive swamp land. As the PC wanders through the swamp I have right now 10 points of interest that can be explored, some very small and other plot areas will be larger. With the overland map there will be the wandering monsters: lizardfolk, oozes, snakes, undead, stirge, and of course big nasty alligators (just patiently waiting for the model).

So on to the screenshots:

Swamp
More Swamp
Swamp Ruins
Most of those shots are taken during sunrise/sunset, where the fog takes on a much more yellow/green appearance. During day and night it is more of a thick gray mist.

Modifié par Shaughn78, 12 janvier 2011 - 06:38 .


#2
E.C.Patterson

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I like the OM scale and angle. Nice.

All the best with this new chapter. I admire your tenacity. :)

Modifié par E.C.Patterson, 24 octobre 2010 - 05:08 .


#3
Shaughn78

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Corrected the links


For the camera setting EC I set the camera to be directly behind the character and have a lower angle to show the fog and to see a bit ahead as I also brought the camera in the on player a little closer.

Modifié par Shaughn78, 24 octobre 2010 - 12:19 .


#4
nicethugbert

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Eh, green swamp atmosphere again?

#5
Shaughn78

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Nicethugbert thanks for the feedback....I have taken your less than tactful advice "eh" and I have gone back into the overland map and the 4 encounter areas and re-wroked them a bit and I do agree they look better without so much green. But the water still has a high algea count.



The day/night was most of the issue. I was using the default lighting from the OC. Most of the screenshots were done during sunrise and sunset, which were the worst in the green area. I have gone back through all the time settings and changed the greens to either tan/brown or gray. With the placed effects all the green fogs have been changed to tan or white.



I will try to get some screen shots up later but I think the areas all look better.

#6
Shaughn78

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Work continues on the swamp overland map and the various locations that can be found in the swamp. About 1/2 of the locations have been finished and the overland map is mostly scripting, only need to look into the goodies system and modifying that to fit the area and game.

Below are the improved swamp lighting. I have reduced the green tinge a lot and replaced it with tans and grays. There still is a fair amount of green but it is from the abundant vegetation and algae.

Improved Swamp #1
Improved Swamp #2

Below are several of the swamp locations. The first screen shot will be the look from the overland map then the interior view.
Abandoned House
Location Area

Sunken House
House Interior

Then final a large demon cult that lives within the swamp. The exterior was shown in the first post labeled swamp ruins.
Demon Cult #1
Demon Cult #2

I have also started working on 2 additional companions that will join the player. I started by working on a wizard/swashbuckler. She could be either developed as a caster or the player can have her focus on her finesse and fighting with arcane buffs. The second companion is found with her and he is more of a straight out fighter with a warmace. They will join the party with a level 2 relationship. The player can either have 1 of them or take both into the party and gain the party wide benefits of their positive relationship. From the start of the second chapter I am looking at limiting the companion limit to 4, there will be quest specific times that the party limit may decrease or increase.

Modifié par Shaughn78, 28 novembre 2010 - 02:17 .


#7
PJ156

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These look very good indeed. I love the new swamp lighting.

PJ

#8
dunniteowl

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Keep it up and keep going. Looking good, man.

dno

#9
nicethugbert

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What is the crafting and magic item creation situation in this module? Do molds, woods, skins, metals, essences, and gems drop? Are they for sale?

Modifié par nicethugbert, 15 décembre 2010 - 10:31 .


#10
Eguintir Eligard

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Where have I heard this question before?

#11
nicethugbert

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Considering that most modules forget about crafting/enchanting .........

#12
Shaughn78

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I partial set up crafting. Components are located throughout (no essences), as are the various workbenches and items (morter, hammer).



I have not set up creature drops. That is something I plan on adding, just have not yet look into full implimentstion of crafting.



I did return a bit to BGII where the player can collect unique items and have a smith create things from them. This is something that I have plans to expand too, as well as create a second smith that can use the items and do different things with them (darker and more sinister things).

#13
Arkalezth

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Shaughn78 wrote...

I did return a bit to BGII where the player can collect unique items and have a smith create things from them. This is something that I have plans to expand too, as well as create a second smith that can use the items and do different things with them (darker and more sinister things).

I like that. I've missed that crafting system since BG2. There was something similar in NWN 1, but it wasn't that good.

#14
nicethugbert

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By creature drops you mean essences? Creatures can drop all sorts of things.



You will add creature drops and expand the smith in this chapter of Risen Hero?

#15
kamalpoe

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Sound like drops of troll blood or orc ears or whatnot, not essences.



Vial of troll blood + ring+1 equals ring of regeneration. Stuff like that.

#16
Eguintir Eligard

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more like electric hammer +3 + gloves of ogre power + belt of stone giant strength = Crom F yaer

#17
nicethugbert

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Are the enchanting feats used?

#18
Shaughn78

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There are several magical work benches that have the global scripts on them so they should work. From my looking around the OC crafting should work with all the workbenches. I have not tested but all the scripts are present. I have inluded a number of ingrediants but probably not quite enough since they are loot only in chapter 1 and no merchants sell them, (very little merchants are found in the first chapter). it is a survival theme, use what you find but keep moving. I am currently working on the drop 2da and modifing the drop script so it requires a bit more then just craft level of 5 to get stuff. Trying to work in scale based on the difficulty of the creature as well as a small chance to destroy the item in the battle. I don't want to overwhelm with drops.

#19
nicethugbert

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Convo box is missing textures. Where do I find those files?

EDIT:  Well, it was something in ui/custom.

Modifié par nicethugbert, 18 décembre 2010 - 03:37 .


#20
Shaughn78

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This is the first I have heard of a missing texture.



Is it missing from the NWN or SOZ style convo gui?

#21
nicethugbert

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Yes, tried in OC and SoZ too. I don't think it was Risen. Maybe it was Islander. I have to double check.

#22
Shaughn78

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I went through all the gui files and none, that I could find, should effect the conversation screens.

#23
nicethugbert

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How about a blood swamp?

#24
Shaughn78

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Risen Hero, Chapter 2 Powers of Chaos

Progress has been moving forward. 

Two additional companions have been added to the game, both taking advantage of kaedrin's content. There will be a swift blade caster and an elemental warrior/fighter. The player will stumble upon them while exploring one of the swamp sub-areas. These two companions are native to the city of Sigil, living within the Hive. I have posted a bit more about them on the Risen Hero Blog, Planescape Chant.

A large amount of items have been created for several demonic merchants that the player will have the opportunity to trade with. Bioware forum, merchant items, has a number of suggestions by the community to be made into items and here is a in depth write up of a number of the items and the merchants that will sell them, Demonic Merchants.

I have been working on upgrading the monastery from chapter 1, opening up and using several of the locked basement rooms and introducing a few more NPCs there. Most will have been encountered in chapter 1. I will also be adding a second base of operations that is currently about 3/4 of the way complete with all new NCPs to help and interact with the player.

Onto the screenshots:

Below are two screenshots from the overland map. I have been working to create the transitions between the map and the subareas. The placeables for the areas I have set to environmental, as I wanted them to show up on the area map. I tried having them set to non-static but the map just didn't look right with them missing. Plus a number of the points have multiple placeables creating the object and that just looked really weird when a portion was set to non-static and disappeared from the area map. I am now experimenting with a marker point that spawns next to the point of interest once the player finds it. I have been spawning in a banner to mark the locations that can start the area transition conversation and I have the mappin the same color as the banner.

Sunken House
Whicked Big Stump

If anyone missed the oozes in chapter 1, they will get to experience them again within the tunnels under the stump. I have also made a new consumable that can be applied to either weapons or armor making them immune to the oozes' acids for several rounds.

The player will get to explore the sunken house. While under water the player will be able to go 2 rounds plus their constitution modifier then they start to drown. There is a placed effect that greatly decreases visibility while underwater. It both blurs and turns everything to a greenish/brown coloring. In the underwater areas there is also a flat tile block on top of the tiles, to prevent zooming up and out to improve visibility. Below is one screenshot, it is difficult to show one that both shows the underwater effects and is fairly visible (This was the best I could do). For the player who braves the underwater they may find some type of treasure or maybe just a nasty underwater creature.
Exploring the Sunken House

The player will also get to return to some familiar areas, one such location is the Ruined Village where the story started.

Chapter 1 version

Chapter 2 version

Chapter 2, another angle

The fires are now out and getting creative with the building placeables I was able to make the buildings in further state of collapse and decay. All the bodies have been removed and replaced with skeletons and lots of scattered bones, carrion beast likely don't leave a nice neat skeleton. The new area also takes advantage of the desaturation option, removed 15 or 20% of the color. I like to think it gives it a bit more of a desolate look.


And here are several other screen shots.

Caves

Stormy and Dark Area

Demonic Merchant, a lilitu and yes Nicethugbert, that is a working alchemist bench on the right side of the picture.

#25
nicethugbert

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NEAT!



Will torches work in the sunken area?