Aller au contenu

Photo

The Sons of Edinmoor


  • Veuillez vous connecter pour répondre
42 réponses à ce sujet

#1
Dorateen

Dorateen
  • Members
  • 477 messages
I have begun work on a new campaign called The Sons of Edinmoor
 
Not the literal offspring of Lord Edinmoor, of course, but instead this is an organization that was formed in the aftermath of the first adventure. They are a resistance group, dedicated to the restoration of the land. The Sons of Edinmoor are distinguished for understanding the times they are living in, and discerning what needs to be done.
 
This will be a party-based game, and the characters will have an opportunity to nominally join the Sons of Edinmoor. Either way, they will be confronting agents of Garagos, Lord of Destruction, who has taken an interest in their actions. The campaign will begin at 9th level, allowing for characters that completed the first adventure to be imported through the Party Editor, or make an entirely new party.
 
Players will be allowed to create a party of up to 6 characters.
 
Conversations will be primarily party-chat style, as before, which will make use of a wide variety of character attributes to give party members dialogue options. I am trying to make it so each conversation path opened up will lead to a unique response from the NPC. While the ultimate path might not be avoided, it will yield varying amounts of information and add flavor for role-playing. Then again, some dialogue options will have the potential to alter the course of a conversation.
 
I am looking to include class-related mini-quests, such that the character of that particular class will have to be in the party in order to accept the mission.
 
Resting will be once again restricted to finding campfires scattered about dungeons and areas.
 
For a story background element, I am thinking about a power struggle between Garagos, Tyr, and Hoar. The latter two want to stop the designs of the former, but they have different methods for doing so. The party will likely find themselves choosing one of the paths, or perhaps the debased and insane Lord of Slaughter himself will play them for pawns.
 
Development has only just started, so I have quite a while to go. As I don't expect players to keep modules stored on their computer, anyone who has played Edinmoor should make sure to export their party characters to their Local Vault, if they wish to use them in the follow-up adventure.
 
I would like to incorporate the True Turn-Based Combat system by BartjeD. If I can figure out how it works, then battles will be turn-based, but only if it is simple enough for players not to install the overrides so they can keep the Real Time With Pause, as well.
 
Here's a couple of screenshots:
 
Welcome back to Edinmoor
 
Posted Image
 
Conversation with familiar adversaries

Posted Image
 
http://s124.photobuc...orSonsDraco.jpg
 
Harumph!

Modifié par Dorateen, 06 décembre 2010 - 03:02 .


#2
Hoegbo

Hoegbo
  • Members
  • 31 messages
this is awesome news ! Glad to see you're still working on modules. I wish you the best with this new adventure.



the screenshots look really good.

#3
Dorateen

Dorateen
  • Members
  • 477 messages

Hoegbo wrote...

this is awesome news ! Glad to see you're still working on modules. I wish you the best with this new adventure.

the screenshots look really good.


Thanks, Hoegbo! I should mention, of course, that the area is a pre-fab. Exteriors in this campaign will all be pre-fabs, so I can concentrate on designing dungeons, encounters and writing lots of conversations, etc.

How are things on the Demon's Melody front? 

#4
Quixal

Quixal
  • Members
  • 1 793 messages
Looks good so far.



I have just barely started Edinmoor. It was a false start though as I am going to start over once I get a proper chunk of time.

#5
Dorateen

Dorateen
  • Members
  • 477 messages

Quixal wrote...

I have just barely started Edinmoor. It was a false start though as I am going to start over once I get a proper chunk of time.


Take your time! Lots of good mods are coming out, or will be coming out. And if you see anything that doesn't look right in Edinmoor, or would like to be implemented in the next release, just give a shout.

#6
PJ156

PJ156
  • Members
  • 2 983 messages
I'm looking forward to this, I like the idea od leading a group of freedom fighters. Sounds like fun.

Will the npc's all be self created or will you be putting in some with dialogue?

PJ

#7
Dorateen

Dorateen
  • Members
  • 477 messages

PJ156 wrote...

Will the npc's all be self created or will you be putting in some with dialogue?

PJ


Thanks, PJ. The core party members will be self created. But I am thinking about adding a joinable companion (with dialogue) for at least some missions or parts of the story.

#8
Hoegbo

Hoegbo
  • Members
  • 31 messages

Dorateen wrote...

Hoegbo wrote...

this is awesome news ! Glad to see you're still working on modules. I wish you the best with this new adventure.

the screenshots look really good.


Thanks, Hoegbo! I should mention, of course, that the area is a pre-fab. Exteriors in this campaign will all be pre-fabs, so I can concentrate on designing dungeons, encounters and writing lots of conversations, etc.

How are things on the Demon's Melody front? 


thE demon melody is going forward at a stady pace. I hope to have some beta version of the first few modules soon. just a few bumps in the road like the odd music job and other pesky buisness :) 

#9
Haplose

Haplose
  • Members
  • 1 262 messages
Real turn based combat! Well if you can pull that one off, I'll be sure to try this out! Now you really got me interested :)

#10
Arkalezth

Arkalezth
  • Members
  • 3 189 messages
I'm curious about that too. Is that a mod that can be installed and used by the player (such as Kaedrin's Pack), or does the builder needs to integrate it into the module?

Good to see you back to work! I loved the first Edinmoor, so I'll definitely play this one, turn based or not.

Edinmoor Court looks pretty different in those screenshots, BTW...

#11
Dorateen

Dorateen
  • Members
  • 477 messages
Thanks, Haplose and Arkalezth.

About the turn-based combat, this is the mod I am trying to use:

http://nwvault.ign.c...h.Detail&id=417

I was able to trigger the combat system in the test module from the link above, and opened it up in the toolset to try and see how it works. As near as I can tell, there are a number of custom scripts and also a custom .tlk file. The combat system itself is conversation driven. So it appears this is something that has to be integrated into the module by the builder. For the players, there would just be some override and gui folders that would be needed to install. But by not doing so, the turn-based combat would not fire and you would have your default real time with pause.

However, at this stage, it is not immediately clear where all the scripts go (if I have imported them correctly) or where the combat conversations are attached. I still need to play around with this in the toolset, if I am going to be able to make this a feature of the campaign.

I haven't even started balancing encounters, so there is plenty of time.

#12
Guest_Chaos Wielder_*

Guest_Chaos Wielder_*
  • Guests
I think it will be *very* interesting to have a big name release tryinh out the turn based system. It is a very intriguing setup, and I think there's a lot of untapped potential.

Glad to see you've got another project going as well. Best of luck!

Modifié par Chaos Wielder, 07 décembre 2010 - 02:58 .


#13
Dorateen

Dorateen
  • Members
  • 477 messages

Chaos Wielder wrote...

I think it will be *very* interesting to have a big name release tryinh out the turn based system. It is a very intriguing setup, and I think there's a lot of untapped potential.


Well, I would like to see this as a feature, which would add some gravitas to the module. Heh. But I do have some concerns about how it would be implented in party-based play. Lots to experiment with...

#14
nicethugbert

nicethugbert
  • Members
  • 5 209 messages
NEAT!

About the turn based combat, is there a sample module for it?  Maybe one should be made or grafted onto     Vordan's Hero Creator?

#15
Arkalezth

Arkalezth
  • Members
  • 3 189 messages
Dorateen linked it above. It's a module.

BTW, I miss your old signature.

Modifié par Arkalezth, 12 décembre 2010 - 12:13 .


#16
Dorateen

Dorateen
  • Members
  • 477 messages

nicethugbert wrote...

About the turn based combat, is there a sample module for it?  Maybe one should be made or grafted onto     Vordan's Hero Creator?


Yes, I'm trying to work with the D&D True Turn-Based Combat System, I think it is still on the first page of modules on the Vault. It comes included with a sample module.

However, I haven't had much time to look further into the mechanics of it. I've been writing conversations for a major NPC, and just started on the first level of a dungeon the party will explore early in the adventure.

I'll post regular updates and progress in this thread.

#17
Dorateen

Dorateen
  • Members
  • 477 messages
So I have been working the past few days on implementing the turn based combat system. I have been able to fight some battles, and although there are some things that need to be looked at further, the framework seems to be in place. Of course, all credit for this intricate system goes to BartjeD.

I figured I would post some screenshots, to illustrate the basics of how this would work:

The introductory message when a battle begins
Posted Image

http://s124.photobucket.com/albums/p8/Dorateen/?action=view&current=EdinmoorSonsBattleBegins.jpg

Choosing battle options
Posted Image

http://s124.photobucket.com/albums/p8/Dorateen/?action=view&current=EdinmoorSonsBattleActions.jpg

Selecting a target
Posted Image

http://s124.photobucket.com/albums/p8/Dorateen/?action=view&current=EdinmoorSonsBattleTarget.jpg

"Hey, I didn't tell you to do that!"
Posted Image

http://s124.photobucket.com/albums/p8/Dorateen/?action=view&current=EdinmoorSonsBattleFlamestrike.jpg

Messsage to start the next Turn
Posted Image

http://s124.photobucket.com/albums/p8/Dorateen/?action=view&current=EdinmoorSonsBattleTurn.jpg

Victory
Posted Image

http://s124.photobucket.com/albums/p8/Dorateen/?action=view&current=EdinmoorSonsBattleVictory.jpg

I am continuing to learn about the dynamics of this system, even as I incorporate it into the campaign. As I find ot about more cool stuff, I'll post updates here. By taking this on at the beginning of the module development, I am confident to have the system working smoothly by the time the project is ready for playtesting.

Harumph!

#18
Arkalezth

Arkalezth
  • Members
  • 3 189 messages
Looks amazing! Shame it needs to be built into the module for it to work.

The option "Communicate", is for multiplayer, or what?

#19
Dorateen

Dorateen
  • Members
  • 477 messages

Arkalezth wrote...

The option "Communicate", is for multiplayer, or what?


Thanks, I think there are plans to put this all into a hak at some future point. So it might be more accessible to players to use in other modules.

The "Communicate" action actually opens up another sub-menu for characters to try "Intimidate" or "Call for Help", I think there are a few other choices as well. The purpose of any true turn-based system is to provide more tactical options to the player and break down combat to the micro level. I hope I am able to achieve that. 

#20
Arkalezth

Arkalezth
  • Members
  • 3 189 messages
That sounds good, I just didn't know you could do that kind of things in the game. Sort of the intimidation option for SoZ random encounters?

#21
Dorateen

Dorateen
  • Members
  • 477 messages

Arkalezth wrote...

 Sort of the intimidation option for SoZ random encounters?


Yes, that seems like the purpose. I don't know how effective it would be at this point, especially against tougher opponents, but it is a pretty cool use of the skill in combat.

#22
Haplose

Haplose
  • Members
  • 1 262 messages
Awesome!

#23
Dorateen

Dorateen
  • Members
  • 477 messages

Haplose wrote...

Awesome!


Thanks!

The other option that is available under the Communicate action is the ability to "Taunt" the enemy, if the character has that skill.

#24
Dorateen

Dorateen
  • Members
  • 477 messages
Here is a little feature from the area I have been working on. There is a section of wall that would appear characters cannot get over. However, using the party chat system, if there is a dwarf or halfling or gnome in the party, they will have the option to climb the wall. This will enable that singular party member to make it over to the other side.

I like the idea of splitting a party like this. But don't worry, if a player has no small races in their group, there is another possible way to climb the wall, if they are thorough in their exploration. Here's some screenshots:

Up against a wall
Posted Image

http://s124.photobuc...oorSonsWall.jpg

Using dwarven skills to get around
Posted Image

http://s124.photobuc...orSonsWall2.jpg

And this is something neat I just discovered. After testing a battle, the PC sheathed his long sword on his back! I believe there is some custom content, which is part of the turn-based mod package that I dumped into the campaign folder. This feature is something I will keep for the finished version.

Sword on back
Posted Image

http://s124.photobuc...orSonsSword.jpg




#25
Haplose

Haplose
  • Members
  • 1 262 messages
Cool stuff!



Just PLEASE don't make wizards/druids/quartestaff monks etc. wear their staffs on their backs like they do in DAO. Now that is horrible!