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The Sons of Edinmoor


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#26
PJ156

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I realy like these ideas and screen shots Dorateen. I'm not sold on the turn based stuff yet but I am open minded and looking forward to trying it. I think it develops well with your skill at creating a very table top feel to your mods.

The dwarf/gnome over the wall over the wall idea is great. I like that kind of thing .. Hmmm dwarf skills in a Dorateen mod, who would have thought it.


Of course there are many ways to get a dwarf/gnome over a wall - just not in armour. After all it's not a very high wall Image IPB

PJ

#27
Dorateen

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PJ156 wrote...


Of course there are many ways to get a dwarf/gnome over a wall - just not in armour. After all it's not a very high wall Image IPB

PJ


Yeah, I should make a medium-sized or larger character with a high enough strength score be able to offer to "toss" a dwarf/halfling/gnome party member over the wall. But they would first have to pass a diplomacy check.

Serioulsy, don't worry about the turn-based combat. While I am psyched about it, I will definitely make this an option for players. I'll probably have one campaign folder with all the turn-based system scripts, and one campaign folder without. Players will be able to choose the one they wish to install. It should not break the default real-time combat.

Haplose, I have not tested this yet with a wizard as the Main PC. It will be interesting to see if they do carry their staffs on their backs after combat.

#28
Dorateen

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I've been spending the past week playing with the turn-based combat system and trying to get it to work for all companions. Thanks to the perseverance of BartjeD, he was able to get all the necessary scripts in place. Now all the party members will happily participate in battle on their designated turn, with the appropriate combat menu to select their actions.

I'll post some screenshots in the next update, as I am moving on to one of the first dungeon areas of the adventure.

But I'm also thinking over that wall climbing scenario. It would probably be appropriate to also allow Rogues the same opportunity, since scaling walls ought to be part of their skill set. It's possible there may be some overlap, such as a halfling rogue or a gnome rogue, who would have the conversation option based on race and class.

The idea is, I don't want every character to be able to get to the other side, unless they find the alternative method. There might be a surprise waiting for those diligent wall-climbing characters, which could make it worthwhile to include them in the party...

#29
nicethugbert

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Hmm, this turn based stuff might go really well with Tome of Battle, or the other way around.

#30
Dorateen

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nicethugbert wrote...

Hmm, this turn based stuff might go really well with Tome of Battle, or the other way around.


It's very interesting that the Turn-based mod already includes combat stances as part of the default menu. So I think it would be a good fit to incorporate the Tome of Battle with this system.

I've been looking through the Vault page, and it looks like the ToB has a nifty GUI that mimics the spellcaster menus for the new martial class abilities. However, I should point out that the Turn-based mod uses actions that are entirely dialogue driven. In other words, it does not bring up the spell book GUI (like when you hit the F key) but instead each spell is listed according to spell level, and the player selects the spell like choosing a dialogue option.

So, the way it looks like the Tome of Battle works, each of the new custom abilities should come up in the Abilities sub-menu on the characters turn. This may have to be entered in to the default conversations that come up for the combat menu.

I'll have to play around by downloading this and throwing it in the Override, and see how the Turn-based mod interacts with the new classes and talents. Then I can get an idea how much scripting might be necessary to make it work.

Modifié par Dorateen, 04 janvier 2011 - 04:10 .


#31
Dorateen

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Moving right along...


I've been working some more on one of the dungeons in the
adventure. This will be a multi-level complex, and I am experimenting with some
various textures in the crypt tileset. The first screenshot has a rough
pea-green floor texture, which suggests mould or algae, or someone spilled a
whole lot of split-pea soup. 

Another feature that I like to design is a populated
dungeon, where the residents are aware of their surroundings and comment about
others who occupy the place. There will be plenty of opportunity for combat,
but also conversations and clues to be found, and NPCs to interact with. This
is all part of an unfolding story.



In the last screenshot, it's hard to see because of the
pulled-back top-down/isometric view, but Krondor is wielding a dagger underhanded
style. That is another neat little modification that came packaged with
BartjeD's turned-based mod. Underhanded daggers will be in, whether or not a
player installs the custom combat system.



Broken Fountain



Image IPB

http://s124.photobuc...onsDungeon1.jpg

 
Chatting with Bloodreavers of Garagos



Image IPB

http://s124.photobuc...onsDungeon2.jpg

 
Dungeon Crawling



Image IPB

http://s124.photobuc...onsDungeon3.jpg

 

#32
nicethugbert

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Hinges of welcome, lol. NEAT!

#33
Dorateen

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I probably shouldn't to this, but I'm making a gratuitous bump to this thread, as I've been far too quiet on the forums recently.

This project, The Sons of Edinmoor, is still in the works. I have only put it on hold the last month or so because I am developing an area for inclusion in the upcoming Community Project. Once that is finished, I will be returning to work on the sequel in earnest. It will be a busy summer.

In retrospect, I've been much too quiet. I remember I used to get into scuffles all the time on the forums. I must be mellowing out in me old age.

Harumph!

Modifié par Dorateen, 05 avril 2011 - 08:46 .


#34
M. Rieder

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I'm probably going to have dwarves getting shot out of catapults somewhere in TWA2. That should fire you up!

I like the look of the turn based game. Interesting twist.

#35
Arkalezth

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Thanks for the update, Dorateen.

These forums haven't seen much movement lately, so that explains the lack of scuffles.

Modifié par Arkalezth, 06 avril 2011 - 06:13 .


#36
Dorateen

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M. Rieder wrote...

I'm probably going to have dwarves getting shot out of catapults somewhere in TWA2. That should fire you up!

I like the look of the turn based game. Interesting twist.


Thanks, I do have to give a shout to BartjeD for his work on the (optional) True Turn-Based Combat System.

*Sputters and fumes* Dwarves getting shot out of catapults... leave it to wizards to invent some outrageous form of ammunition!

Harumph!

#37
Dorateen

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This is the pre-fab I will be using for the secret, undisclosed location of the Sons of Edinmoor. I will be populating the ruined keep with various members of the resistance organization, and it will serve as a quest hub. One of the things I wanted to feature in this adventure was a base that the party would return to. There will also be multiple class-related side quests that will be distributed here as proclomations.


Image IPB

Image IPB

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The last screenshot is an NPC the party will meet. Her name is Phoebe, and she is blind. And she wants to join the Sons of Edinmoor. The girl is quite certain that the only reason they have refused her so far is because of her gender. She does not even consider the possibility that her disability might be a factor.

I have not started her conversation yet, but there will be a dialogue path for female party members, which will open up a story arc about the Sons of Edinmoor recruitment policy.

Harumph!

Modifié par Dorateen, 11 avril 2011 - 12:03 .


#38
PJ156

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This looks great and I love the idea of proclamations.

Will they be letters on wall or a guy giving them through dialogue?

PJ

#39
Dorateen

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Hey, PJ

It's going to be one of the Sons of Edinmoor who is in charge of posting missions of interest to the organization. So it will be through dialogue. (Although I think I will have a notice on the wall giving a brief description of the tasks available.)

However, you must have a party member of the appropriate class in order to accept the assignment.

Right now, I am planning 8 class-based side quests. If the characters complete 6 of these, they will be allowed to join the Sons of Edinmoor.

#40
PJ156

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That sounds like alot of work and a lot of fun.

I think the blind lady could provide all sorts of interesting stuff, could be a very interesting npc.

You'll be needing a playtester or two of course ;)

PJ

#41
Dorateen

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PJ156 wrote...


You'll be needing a playtester or two of course ;)

PJ


heh, yes, but not for a while yet. Especially as I am thinking I should expand the side quests to include 10 classes.

Initially, I was going to make Phoebe a non-joinable NPC. She is a background character, someone the party will interact with, meant to give a little depth to the way the SoE operate. But I'm now thinking she might be available to join the party on one of the side quests... if the party has a female PC who is willing to advocate for her.

Still early in development, and I need to get back to designing the Turmish dungeon!

#42
M. Rieder

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PJ156 wrote...

This looks great and I love the idea of proclamations.

Will they be letters on wall or a guy giving them through dialogue?

PJ



Fortune cookies!  You should find all your quests in fortune cookies!

Modifié par M. Rieder, 12 avril 2011 - 03:14 .


#43
Dorateen

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M. Rieder wrote...

PJ156 wrote...

This looks great and I love the idea of proclamations.

Will they be letters on wall or a guy giving them through dialogue?

PJ



Fortune cookies!  You should find all your quests in fortune cookies!


This isn't an Oriental Adventures campaign! I think the Fred or Banshe might look into that...