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Shadow Thief: Crimmor


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#1
kamal_

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Shadow Thief: Crimmor will provide up to 3-4 hours of gameplay
focused on non-combat play. The module is completable without any
combat. In fact any one on one face to face combat is likely to be your death. No xp is awarded for combat, only quest completion and
exploration. Use skills and rogue abilities in the
streets of the Amnian caravan capital of Crimmor.

An experimental solo rogue module. Players start at level 8 (may change), and can level up in module.
Some Path of Evil quests are recycled for this experiment, and the areas are almost all prefab to speed development.

Having Shadow Thief levels is not required, but the story assumes you work for the Shadow Thieves (you could pretend you are an infiltrating Harper Agent I guess).

Current status: About ready for internal testing. Critical path and all sidequests except one complete. Some custom scripting and placing of general citizenry still needs to be done.

#2
nicethugbert

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NEAT! I want to kick the tires!

#3
Arkalezth

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Yes! I've been expecting a rogue module since NWN1. Some of my all time favourites for that game were rogue based. And I didn't expect a module from you so soon. Looking forward to try it!

#4
Eguintir Eligard

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Islander has a signifigant rogue portion if you want to skim it for concept msg me I will tell you what area to go into (you can start there and get thiefy right away).




#5
Shaughn78

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For some good theiving music:

Quest for Glory




#6
PJ156

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I planned that the 5th and final part of my series would be rogue skills based.

That is 8 months or so away so I am going to watch and learn :)

Will this be a mod with good or evil objectives? Or for good/evil PC's?

Good luck with the development Kamal. The length you descibe and scope mean that I will certainly having a play of this. I'm not really one for long mods as they take up too much valuable modding time :)

PJ

#7
Quixal

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Wow. You have been busy. It sounds interesting. And reminds me of the last pen and paper game I ran.

Let me know when you are ready for playtesters. My free time is shrinking again and I still have yet to give Islander a run but 3-4 hours shouldn't be too much of a commitment.

If you are looking at this as an experiment before a larger project along the same lines, I recommend Steven Brust's Jhereg series for inspiration.

Modifié par Quixal, 20 janvier 2011 - 02:52 .


#8
M. Rieder

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I really like the innovation of no XP for combat, only quest completion. It really changes the dynamic of the game and shifts the balance to conversation and other skills and away from brute combat ability. I really like that.

#9
dunniteowl

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Any running across the rooftops scenes? I love second story work...

dno

#10
kamal_

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Arkalezth "And I didn't expect a module from you so soon. "
Almost all prefab areas saves tremendous time.

PJ156 "Will this be a mod with good or evil objectives? Or for good/evil PC's?"
You are a member of the Shadow Thieves. However if you were to pretend you were infiltrating them as a good aligned Harper or something it would still make sense. I don't enforce alignment.

M. Rieder "I really like the innovation of no XP for combat, only quest completion. It really changes the dynamic of the game and shifts the balance to conversation and other skills and away from brute combat ability."
In PnP, if a couple of orcs ran away when you stumbled across their camp and saved the town should you get less xp? I'm doing that to specifically force the player to focus on quest completion and not try to kill anything in their way (unless you feel it's the best way to complete your goal).

DNO: look at the second screenshot and you'll see several things that are going on.

250x150http://4.bp.blogspot.com/_Arkur0fkYgs/TSe_wxvriuI/AAAAAAAAA-U/btGNYOc41_c/s1600/city3.JPG[/img]

250x150http://2.bp.blogspot.com/_Arkur0fkYgs/TTirF9wkcAI/AAAAAAAAA-8/a8LrR-A1rcM/s1600/nestate.JPG[/img]

Modifié par kamal_, 20 janvier 2011 - 09:51 .


#11
dunniteowl

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Mwuah hah hah hah haaaah! A little roof work isn't what your local Thatcher or Slater indicated~!

dno

#12
nicethugbert

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Do we get a rogue companion? Even an 18 int human will be missing some useful. if not crucial, skills.

#13
kamal_

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nicethugbert wrote...

Do we get a rogue companion? Even an 18 int human will be missing some useful. if not crucial, skills.

No companions. There's multiple ways of completing things, so you won't miss out, just choose a way that matches your strengths.

#14
Ykhare

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Heh, bet I could find a shadowdancer gathering dust in my character folder and willing to go stretch legs a bit :D

#15
Arkalezth

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I don't mind prefab areas if that means a faster development. I like the XP for quests, too, PnP-style. And it's good to see a module where you don't start at level 1.
I was going to suggest some use for things like the feat Nimble Fingers, or Assassin's Use Poison, but maybe it's too late for that.

I'm looking at the 2nd screenshot, but I don't understand what's going on. Can someone briefly explain what those things mean?

If I can, count me in for the playtesting.

Modifié par Arkalezth, 20 janvier 2011 - 11:07 .


#16
Arkalezth

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kamal_ wrote...

nicethugbert wrote...

Do we get a rogue companion? Even an 18 int human will be missing some useful. if not crucial, skills.

No companions. There's multiple ways of completing things, so you won't miss out, just choose a way that matches your strengths.

Companions can be actually an obstacle when using stealth, so I like this approach for a Rogue module.

#17
kamal_

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Arkalezth wrote...
I'm looking at the 2nd screenshot, but I don't understand what's going on. Can someone briefly explain what those things mean?

There are triggers marking the areas receiving light from lamps...

There are waypoints on scaffolding and the roof. There is an npc standing on the roof...

There are connected patrol waypoints...

#18
nicethugbert

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kamal_ wrote...

nicethugbert wrote...

Do we get a rogue companion? Even an 18 int human will be missing some useful. if not crucial, skills.

No companions. There's multiple ways of completing things, so you won't miss out, just choose a way that matches your strengths.


NEAT!

#19
Arkalezth

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kamal_ wrote...

There are triggers marking the areas receiving light from lamps...

There are waypoints on scaffolding and the roof. There is an npc standing on the roof...

There are connected patrol waypoints...

Thanks for the explanation. Sounds great!

#20
dunniteowl

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Yeah, kamal directed me to the second screenie and I took about 30 seconds of intense gazing and it all sort of fell together (which is a good thing, it means I can recognize a lot of what's going on with triggers and WP markers only, it's actually sinking in!) and suddenly I had this picture of what could or might likely occur in this area. Very exciting all on it's own, and I am looking forward to seeing how this one plays.

dunniteowl

#21
Arkalezth

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Does this module have the music "system" of PoE?

#22
Hellfire_RWS

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I can wait to give this module a go. Are all house/building roofs walkable?

#23
kamal_

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"Does this module have the music "system" of PoE?"
Haven't really looked at music yet. You'll probably be spending a decent amount of time in stealth mode, and music then might drown out audio clues that someone you're trying to sneak past is close.

"Are all house/building roofs walkable?"
Not unless you plan on giving them walkmeshes for me :-) As it stands there are two places you can be on a roof (and I've tested that screenshot ingame).  Though given the apparent popularity of this I might add some, even if it's just for show and not quest related. Currently climbing to/from roofs is done via conversation with nearby usable objects and jumps to waypoints. eg:
A rock, you can climb onto the nearby roof from here:
   Climb up.
   Stay here.

You could say it should just be a use action on a climb-able object such as a ladder. I'm currently not favoring that for three reasons, accidental clicks, handling up/down climbing context, and rogues not needing "climbable" objects to climb like other classes would (there would be a context issue of clicking on some rock and appearing on a roof). Making sure there was a typically climbable object such as a ladder everywhere you could climb something would take away the specialness of the rogue ability.

#24
Quixal

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I recall Path of Evil had something like that in Calimport.

#25
kamal_

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Quixal wrote...
I recall Path of Evil had something like that in Calimport.

It did. This will be more used though.