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#1
Hilltop2012

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 Ive been working on this mod for about two weeks. It's a about 1-1/2, maybe two hours of game play. It has kind of a horror theme so I want to put on the vault next weekend for Halloween. I was wondering if any one wanted to test it out. 

I used the Forgotten Village prefab by Hosa and Pheasant Interiors by Rylock. This made production go faster.

Starting level is one. It's story driven, linear and has very few role play options.  

It is set in the Forgotten Realms on the Tradeway between Daggersford and Dragonspear Castle along the Sword Coast and very close to the Misty Forest.

I'm not sure about the combat balance because I'm not really any good at actually playing this game. (That was hard to admit!) There is no death system yet so the pc can respawn. Any feedback and or ideas in that area are greatly appreciated. Ive been testing it with a fighter and got pwned a few times.  My goal is to allow any character class to complete the adventure without dying fifty times. 

Right now there are two companions that are forced on you that have absolutely nothing to say. I think its the only dialogs I have left to write. 

Any opinions, comments, ideas and even criticism is very much welcome.
 
If anyone wants to give it a test drive here is the drop box link:

http://dl.dropbox.co...103110 test.zip

Thanks!  

Modifié par Hilltop2012, 24 octobre 2010 - 09:07 .


#2
Dorateen

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Good luck with this module! Combat is always tough to balance. As far as dialogues, I agree, they can be the most time consuming part of the module creation process.
Look forward to hearing more updates.
Harumph!

#3
Hilltop2012

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Thanks Dorateen! Today I added SOZ party creation to the mod, which is now a campaign. A very little campaign. That solves the companion dialog problem right? LOL I should be able to get this up on the vault by this weekend.

#4
Hilltop2012

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I got it working as a campaign and used Kaldar Silverwands Deck of Trumps for the party editor. As I was testing it out and getting reamed by hordes of the undead, I seen at least one dialog I will change to party chat and add skill uses for different classes. The combat towards the end is tough. At least for me. Still working on that.



If time allows, and I hope it does, I want to do more with the party chat system. For instance, if the party comes across a column with runes on it. The wizard with Lore might be able to read them, the Rogue might notice a mechanism and show off his ability to disable a device. You get the idea :) A successful skill check might lead to a chest with loot!



Anyways, I'll shut up and get back to work. lol

#5
Dorateen

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This will be a welcome addition. Even if you have necessary companions for the story, it's nice to allow the player to bring along their own band of characters.

Great use of skills and other attributes through the party chat system. I'm looking forward to it!

#6
Kaldor Silverwand

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Hilltop2012 wrote...
I got it working as a campaign and used Kaldar Silverwands Deck of Trumps for the party editor. 


Glad that it is helpful.  If you are interested, it usually isn't too much effort to add access to the Party Editor from the player menu. You might look at the SoZ Party Editor http://nwvault.ign.c...I.Detail&id=125 or the player menu in the OC Makeover SoZ Edition http://nwvault.ign.c...h.Detail&id=393 or King's Festival http://nwvault.ign.c...h.Detail&id=367.  If you have any questions, let me know.

Regards

#7
Guest_Chaos Wielder_*

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 With combat balance, I'd say too easy is better than too hard. Just try and make the encounter(s) interesting, and people will like you(archers on platforms, wizards with golems and whatnot). That's honestly all I have to say on the matter--I doubt people are going to be angry if the balance isn't perfect. :wizard:

Anyways, nice to see another mod in development. I hope everything goes well!

#8
PJ156

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I find balancing combat diffiucult since play style is such a big factor. I am reasonably good at playing the game and organsing the party of needs be to get through a combat. Some are not so good or dont want to be, they get creamed then blame the mod. It's a difficult balance to strike sometimes

I agree with CW variety is the spice of life but too easy gets boring.

I was going to have a look at your module this weekend. Am I too late for testing; is there a lastest version in the dropbox.

Cheers

PJ

Modifié par PJ156, 29 octobre 2010 - 06:40 .


#9
Hilltop2012

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Thanks for all your replies!



Kaldor: For now I'll just stick with the widget. Just to keep it simple.



Chaos: Thats good advise! It's a pretty short ride, probably a little under two hours, But I'll try to think of ways to add variety.



PJ156: I'll have a new drop box version tonight for sure. This version will have soz party, simple oc death system (no respawns) Thanks!




#10
PJ156

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Okay, post the link and I will give it a go.



PJ

#11
Hilltop2012

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Heres the new drop box link:

dl.dropbox.com/u/7656686/103110_campaign_mod.rar 

#12
PJ156

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Hello Hilltop 2012,

I played this twice, and enjoyed it. A nice short module.

Bug free mod for both runs through. All ran smoothly but I did not get to find out what happened if you succeed on the grave from the floor lever. I am going to look in the toolset to see what goodies you get there.

My parties.
Party 1 Druid, Sorcerer and rogue - could not complete the mod; combat too hard
Party 2 Paladin, sorcerer, cleric and rogue - 95 minutes of game play.

My experience of the mod.
The whole mod is done well and seems well polished for the short time it has been in development. The dialogue is very light though.
The early part is quite slow and will not appeal to all but then you are not writing for every body (I enjoyed it, the tension is built well). In the second half it turns into hack and slash. The combat gets very tough, but manageable, in the middle but too easy at the end (after level up). I wonder if there might be a story hook you could use to keep the tension up in the second half but you are running out of time I guess if this is to be a Halloween release.

Music is used well in many places but I found the music for the village wearing after a while.

Things I noticed you might want to change.
  • Campaign has no description.

  • Character dialogue is light.

  • The combat with the two adventurers at the entry to the village is a bit out of sink. Perhaps you can spawn Ellen off the first convo as you arrive in the area?

  • Good use of map notes - dont change that Posted Image.

  • There are several doors in the upper village which light up with the z key and don’t go anywhere.

  • I think an explanation of why the merchant is there is called for. He could perhaps form part of the evolving mystery, Otherwise let the characters find an empty shop behind one of those non static doors and loot it? [Edit] I am in the toolset now and see that the merchant has a convo. This makes more sense of his presence; you need to attach it to your blueprint before release but I guess it's on your to do list.[/edit]

  • Liked the listen option when the stair appeared more of this would spice the early part of the mod up.

  • Mid fight was well balanced needed a potion I purchased earlier to finish it; good balancing there (it was almost impossible with party 1 but that’s my fault not yours) - dont change that either.

  • Combat outside is very hard until you reach level 2 then it becomes pretty easy, and a touch repetitive; level up happens in group 3 of the baddies on the way out. You may want to toughen up enemies after that to keep up the difficulty.

  • Treasure drop did not seem excessive to me. It was nice that there were no generic items, even though the properties of the items were standard in some cases; I liked that .
IMO this mod might be better at a higher level (it suits any level in its structure. At level 1 there are no shades of grey in the boss fight nor the fights on the way out. If you get hit; you die. If it went from Level 2 to level 3 then a hit is less likely to top you and you take some of the luck out of the combat and replace the load buff die, load …. Cycle with something more managed and requiring more skill.


These are my thoughts, I hope they help you with your mod and good luck with the release.

Cheers,

PJ

Modifié par PJ156, 30 octobre 2010 - 11:08 .


#13
Hilltop2012

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Thank you so much PJ156! That was very very helpful!

#14
Hilltop2012

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I started working on this again today. I didnt make the Halloween release as I intended too, but thats ok. It'll be a better little mod because of it. Pj156 gave me some good ideas. Real life plus the need to take a step back and think about it has slowed things up a bit. But thats probably a good thing. Anyways, time to get back to work :)

#15
Hilltop2012

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I'm trying to upload this thing on the Vault. It's only 23 MB. It isnt showing up yet, after about 15 minutes. I can't remember. Does it take a little while to show up or did I do something wrong?



Thanks

#16
PJ156

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Never tried a direct upload sorry but congratulations on the release.

Looking forward to playing the final version.

PJ

#17
kamalpoe

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Even after upload, the vault admins have to approve it for the first appearance. After that you upload directly.

#18
Hilltop2012

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PJ: Thanks!



Kamalpoe: Ah, so basically I have to wait. I couldnt remember, thanks.