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Community Project Proposal


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#1
Guest_Chaos Wielder_*

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 Community Project Proposal

 

1)      Introduction

2)      Features

3)      Requests

4)      Q&A

 

 

 

1-Introduction

About a year ago, I posted a proposal for another “Storm of
Zehir Holiday Project”; a second helping, if you will. This, for several
reasons I won’t go into here, had to be put on hold due to some real life
problems on my part. However, the idea never left me. There’s a certain draw
towards having a group of like-minded, well-intentioned people working towards
a common goal. So, I’ve let the idea stew for a little while, and I think I’ve
come up with something that will allow for the project I have in mind. I’ll
need your help, but I think it’ll be worth it in the end.

 

The biggest problem with SOZ project and its subsequent,
cancelled, sequel was the fact that we were modding an official campaign. Our
ideas stretched further than the confines of the provided areas. Many people,
for instance, wanted an “underground map”. Well, I thought that was a great
idea, but it really wasn’t SOZ anymore, now was it? People wanted a new campaign
but with the same SOZ features they enjoyed. It presented something of a
problem.

 

Wyrin’s “Legacy of White Plume Mountain” showed how, with
proper attention to dungeon construction, the SOZ systems can be applied to a
large project while retaining, and refining, the systems people liked. While
playing the campaign I thought that something like that was something we could
get behind and work on; something *like* SOZ, but different enough to allow our
own creative endeavors to flourish.

 

My gears were turning(slowly, crustily, but still turning)
and an idea was coming into focus. The problem was that what made Wyrin’s
project, “Halloween” and SOZ work was that they had a focus. They had something
that the non-linearity bent around. The central problem with this project was
that it was missing something like that. I mean, how was the community supposed
to design a project with no central hub? I sort of shelved the idea at that
point—no use going forward if it didn’t get us anywhere. That was until one
night, working on my signature project, I was skimming through the monster
manual. I saw it; a magical moment(the sort of thing a montage ought to be
attached to). Something the community could really get behind…

 

2-Features

Projected Release Date: August/September

LevelMin :       5

LevelMax :      20

Location:         To be
decided(see below)

Style:               SOZ
party creation with Overland Map.

Crafting:          SOZ
style.

Magic:             Default
settings. +1 for every 4/5 levels roughly. Mod can start with +1, basically.

Plot:                 To
slay the Tarrasque(yes, I’m serious).

 

3-Requests

The first order of business for people to decide on is where
this is going to take place. I know nothing of Faerun or the D&D universe;
so I leave this to you all. I would very much like the environment to be one
that anyone can understand and accept(also, one in which a Tarrasque could
enjoy devouring). Nothing too exotic, basically, but nothing like the Sword
Coast. I want it to be new but not too weird.

 

4-Q&A

“How will this work?”

-There will be a “main” mod which has a starting town, the
overland map, and various encounter areas for battles. Each one of your
dungeons, or whatever, will be their own mad which will be associated with a
singular campaign.

 

“A Tarrasque? You can’t be serious. How is that a plot?”

-I am serious(see above). Our little adventure can begin
with the player coming into a town—a “call for adventurers”, basically—and hear
that the Tarrasque is on a rampage in some region. It has to be stopped, so we
have to deal with it on our own way. Now, of course, the Tarrasque can only be
killed with a wish or miracle spell…so maybe an artifact(or two) are needed
when the time comes.

 

I think this allows us to have a central theme so our
projects feel connected while still allowing for personal flexibility and
design. Let me know if you want to design a “plot” central dungeon(not that I
want things done necessarily in a certain order).

 

“How should naming conventions be handled?”

-Preface everything you do with something that doesn’t
overlap(let people know, basically). For me, I’ll do everything cw_***** so as
not to interfere with folks.

 

“What about special properties like onhit weapons or other
weird items with unique on-use properties?”

-Let me know and we can handle them on a case by case basis.
I know my way around the script editor.

 

“Who do we send works to? And when, for that matter?”

-You would send works to me: shagretnwn2@gmail.com

When is a different
matter. I’d say the sooner the better, but I’d rather your work be polished
than rushed. Take all the time you need, but make sure not to throw me
something on the last day. At *least* one week before release.

 

“What about custom content? Is there a master hak?”

-A master hak can be arrived at, yes. We need to decide all
the creatures we want, placeables and maybe even new items. This is something
we can decide later on. The principle, however, is that there will be a master
hak. Mods which want custom music, UIs or whatever will be handled on a case by
case basis.

 

“This sounds like fun! But, I don’t know…the toolset is
pretty daunting. I have ideas, but no ability.”

-Well, first of all I think you’re cutting yourself
short(one of these days I’m going to upload the first area I ever made. None of
us here are geniuses). Try a bit and then come back; I’m sure you can do
something well. Second of all, the goal here is for people to put their
imagination to work. If you’re lacking in some area—say, scripting—people can
help. If it’s area design you’re worried about, then put it to rest. People
care more about the vision you have instead of how it’s seen.

 

“What kind of dungeon should I make?”

-Anything you want, really. I want to keep this broad
because, well, we’re doing this in our spare time and I’m in no position to
dictate what you do or don’t do. It doesn’t have to be dungeon, either.
Basically, something that the player can do for fun(or evil, take your pick). I
just want to make sure that whatever it is fun, works and bug free. Of course,
be careful that it fits within the setting—no sparkly vampires, please.

 

“Won’t this interfere with ‘Shagret’?”

-Not really. I’ve given myself more than enough time to
finish that “little” project. Rest assured: this does *not* impact that at all.
This is something I’m doing because I think it’ll be good fun for lots of
people. In fact, one of the main reasons I’m doing this project is because I
want to ‘give back’ to the community. You’ll see in good time what I mean.

#2
Guest_Chaos Wielder_*

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(Reserved Post for Dungeons/Areas when completed. Basically, to let people know you used a Red Dragon and that they should think twice about it. We don't want everyone making high level areas, for instance.)

#3
Quixal

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What an absolutely fantastic idea.  Both in terms of the collaboration and the use of the Tarrasque.

I fear I fall in the "no ability and such limited time that I couldn't promise anything" catagory as I haven't even been keeping up with playtesting the work of others. I will see what I can come up with though, even if it just amounts to further ideas.

Modifié par Quixal, 21 février 2011 - 06:46 .


#4
kamal_

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You want a basecamp hub (like WPM), or a proper city?

#5
Arkalezth

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I've never created anything with the toolset, so I don't know if I would be of any use, but it looks great. Good luck with the project!

#6
Shaun the Crazy One

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OH HELL YES! I want in. I was working on area for the second SOZ holiday project, a few modification and it should fit great in this. Would like to know more about the setting first though,

I like the idea of the forgotten realms setting in Assam and the Shining plains perhaps.

Modifié par Shaun the Crazy One, 21 février 2011 - 07:41 .


#7
Dorateen

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Looks like another great project. I'd like to think about what I might come up with, as setting details emerge.

The time frame sounds good. I could probably put together a dungeon in a month, some time before the summer. And no fancy music!

Harumph!

#8
Hellfire_RWS

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A good while ago I started a module. this module was to be a group project and guess what. the group left. LOL

But here is what I have

1. A nice well made Overland map (Complete) of the Vilhon reach (Turmish lands)

2. Many areas completed from the main city of Algahon, to the swampy area of Morningstar hollows.. I woudl say 10 areas total including OM and probably five interior areas.

3. An Awesome rest system.

4. and awesome lock pick mini game.

5. one cool, well thought out and complete side quest called the heathen king.

6. A pre made hak containing many nice RWS and BCK items. (only whats needed)

7.The mod is set for lvl 5 ish so far.


This project is dead, and I would hate to see this work go to waste.  The Vilhon is a nice collection of multiracial areas that are both remote and populated. A Tarrseque would have several mountain ranges and forests to devour.

Little to no scripting has been done with the exception of the above .meaning a pretty blank slate to play with. and a nice head start to the project

and its all yours if you want to use it.

The OM (no I am not that great in teh tooslet but its a start)  :)

Posted Image

and a perspective view

Modifié par Hellfire_RWS, 21 février 2011 - 08:12 .


#9
PJ156

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I need to think on this. I like the idea and I would like to be involved.
 
Kamal has offered the Hub which is where my interest would mostly be but I am sure there is something else I could do if that is Taken.

I would suggest keeping this FR or in a style that would limit the need for lots of custom content and I would suggest posting a story board or similar on a project site so that people could see what was being done for what level and fit into it as best they could.

Perhaps one of the scripting wizards could prepare an Item broken into parts which each of the modders could hide within his or her story. When all the stories are completed then the items come together and the whole is complete, the dread beast may then be slain.

PJ

{edit} That looks like a very fine place to start this off Hellfire.

Modifié par PJ156, 21 février 2011 - 08:18 .


#10
Eguintir Eligard

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stop trying to get out of shagret, chaos.

#11
kamal_

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Hellfire_RWS wrote...
4. and awesome lock pick mini game.

I can attest to it's awesomeness. It's in Crimmor.

#12
MokahTGS

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Hellfire_RWS wrote...

**Snip**


Does this module have the Centaur's Bridge area in it I made a while ago?

#13
Shallina

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Why not start at lvl 1 to make a full campaign from lvl 1 to 20 ? or even 30 ?

You define a main plot, that need task to be completed (finding an item or something) and you let to the modders the whole story arc.

And when you have gathered all the conditions (where each condition is 100%  independant and can be given fully to someone), you can move to the "end of the story".

You just need to define what is the "task" what the player need to achieve and the lvl range of that plot.

There is also a possibility to do a scalling in encounter with scripter so each plot can be done at each lvl without trivialising everything.

Or a possibility or more than one plot could cover "a lvl stage" (3 plot for lvl 7 to 10) for exemple.

you also need to define a master mod with the default hak used (BCK,RWS all in one and probably more)

Modifié par Shallina, 21 février 2011 - 10:10 .


#14
Guest_Chaos Wielder_*

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For those of you who don't want to read every reply: Does Hellfire's OLM--location, design and everything--seem acceptable? It has every location I had in mind for the project(I love obligatory volcanoes).

 

Quixal wrote...
What an absolutely fantastic idea.  Both in terms of the collaboration and the use of the Tarrasque.

I fear I fall in the "no ability and such limited time that I couldn't promise anything" catagory as I haven't even been keeping up with playtesting the work of others. I will see what I can come up with though, even if it just amounts to further ideas.


Thanks! If you've got an idea for a dungeon or what have you, feel free to message a modder here. If the idea's good, I'm sure someone will bite.

kamal_ wrote...

You want a basecamp hub (like WPM), or a proper city?


I think a proper city would be better, but I think it would be a great deal of work. The WPM camp served all the purposes necessary, and unless someone desires a city--quests, NPCs and all--I think a camp would be better.

Arkalezth wrote...

I've never created anything with the toolset, so I don't know if I would be of any use, but it looks great. Good luck with the project!


There's always time to learn. :wizard:

Shaun the Crazy One wrote...

OH HELL YES! I want in. I was working on area for the second SOZ holiday project, a few modification and it should fit great in this. Would like to know more about the setting first though,

I like the idea of the forgotten realms setting in Assam and the Shining plains perhaps.


:D
The setting, yes, still needs to be decided. I think your setting, for instance, would work well. Many merchants, and cattle, will invariably draw a hungry Tarrasque.

Dorateen wrote...

Looks like another great project. I'd like to think about what I might come up with, as setting details emerge.

The time frame sounds good. I could probably put together a dungeon in a month, some time before the summer. And no fancy music!

Harumph!


The setting does need to be decided on. Hopefully it can be worked out.
Actually, I thought of your work on the Holiday project when coming up with this. I think custom music would easily work since your work would, technically, be its own mod. Go nuts! I mean, it's not like the Tarrasque is going to have default music. :bandit:

Hellfire_RWS wrote...

A good while ago I started a module. this module was to be a group project and guess what. the group left. LOL

But here is what I have

1. A nice well made Overland map (Complete) of the Vilhon reach (Turmish lands)

2. Many areas completed from the main city of Algahon, to the swampy area of Morningstar hollows.. I woudl say 10 areas total including OM and probably five interior areas.

3. An Awesome rest system.

4. and awesome lock pick mini game.

5. one cool, well thought out and complete side quest called the heathen king.

6. A pre made hak containing many nice RWS and BCK items. (only whats needed)

7.The mod is set for lvl 5 ish so far.


This project is dead, and I would hate to see this work go to waste.  The Vilhon is a nice collection of multiracial areas that are both remote and populated. A Tarrseque would have several mountain ranges and forests to devour.

Little to no scripting has been done with the exception of the above .meaning a pretty blank slate to play with. and a nice head start to the project 

and its all yours if you want to use it.

The OM (no I am not that great in teh tooslet but its a start)  [smilie]http://social.bioware.com/images/forum/emoticons/smile.png[/smilie]

Posted Image

and a perspective view


Okay, wow, that's awesome. <3
I don't know *anything* about that region, sadly, but I'm all for using a pre-made OLM. It has swamps, snowy mountains and seemingly everything one could desire in a big map. I leave it to other community members to tell me more about the area, though. Would it work for us?


PJ156 wrote...

I need to think on this. I like the idea and I would like to be involved.
 
Kamal has offered the Hub which is where my interest would mostly be but I am sure there is something else I could do if that is Taken.

I would suggest keeping this FR or in a style that would limit the need for lots of custom content and I would suggest posting a story board or similar on a project site so that people could see what was being done for what level and fit into it as best they could.

Perhaps one of the scripting wizards could prepare an Item broken into parts which each of the modders could hide within his or her story. When all the stories are completed then the items come together and the whole is complete, the dread beast may then be slain.

PJ

{edit} That looks like a very fine place to start this off Hellfire.


First of all, let's say Kamal made the hub. There's no reason you two can't work together on design and other things. I actually would love different community members to work together on stuff. Like, maybe you have a good idea but don't know how to script--find someone who you think could help you out. 

I agree fully on your second point. Once we have a location, I'll probably make a wiki.dot account, or something like that(suggestions?) so people can stay up to date on what people are making. This is going to be somewhat complicated, but I'm sure in the end it will be worth it.

I like your final idea quite a bit. Maybe not every area has one--why would the obligatory sewer have an artifact--but I *do* think we should find a way to get everyone together(I considered something like that for the first SOZ project, but it never quite made it through).

And, yes, Hellfire's OLM is pretty fetching.

Eguintir Eligard wrote...

stop trying to get out of shagret, chaos.


I'm just delaying the inevitable low scores thrown my way. :P

Shallina wrote...

Why not start at lvl 1 to make a full campaign from lvl 1 to 20 ? or even 30 ?

You define a main plot, that need task to be completed (finding an item or something) and you let to the modders the whole story arc.

And when you have gathered all the conditions (where each condition is 100%  independant and can be given fully to someone), you can move to the "end of the story".


Mostly because I think really low levels are boring, to be honest. If people want to make a full campaign, I'm willing to do it, but I don't particularly care for 1-4.
The rest of that, yes, is taken well. I think I'll handle things like that. We have, say, like 5 pieces of a "Miracle Rod" that need to be reassembled, and just handle the "plot" that way. The Tarrasque, ultimately, is well desgined for that sort of treatment.

#15
MokahTGS

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Posted Image

So....who's making the beasty?

Modifié par MokahTGS, 21 février 2011 - 10:07 .


#16
kamal_

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The SGK73 prefab called "copy/paste city" will make you a city of any arbitrary size in less than an hour that you can start laying out where you want your usable locations such as interiors to be. You just polish the textures and add detail to fit.



I did this for Crimmor.



I still have the Underdark OM as well. It was never developed beyond what I'd shown, but it exists.

#17
kamal_

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If the Tarrarasque shows up, the king's not going to be recruiting level 1's to stop it.

#18
Shallina

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Tarrask for lvl 20 and something even bigger for lvl 30 like something in the plane as it was done in HTOU and MOTB ?

 an empty master mod all ready set with the custom content, is also a must.

An "item chart" need to be defined, what can you find or afford at what lvl.

If youw ant to alter the way the loot system works (less or more item, no magical items from random loot and so on) you need to set this before the mod start to be done. So modders could work on balance.

Modifié par Shallina, 21 février 2011 - 10:26 .


#19
Kaldor Silverwand

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You mention wanting to use SoZ Crafting, so I'm going to suggest that you look at including my SoZ Crafting Plus system. It is compatible with SoZ Crafting and works exactly the same way, except that it is readily customizable, fixes many of the bugs in the SoZ crafting scripts, is compatible with all crafting stations, and provides a way for the individual modders to easily create their own custom recipes with no need to merge 2da files. For a multi-person project like this one that last feature could prove very useful and you won't have to worry about whether or not people working on different areas used non-SoZ versions of the crafting stations.

For at least partial compatibility with Kaedrin's PrC pack you'll want to use the standard k_mod_* names for the module scripts. This won't guarantee full compatibility of course, but it will get you part of the way.

I also suggest you encourage the modders to always specify a uniquely named area on client enter script for each area, even if the script does nothing. That way some changes in areas can be made via script rather than having to re-release modules (which forces players to start over).

And lastly, if you are not going to use SoZ party conversations, then I suggest you allow NPCs by default to speak with anyone in the party, that way players do not need to put all of the conversation skills on their main PC. This is easy to do via the k_mod_load script and all the modders need to do is specify a variable on the NPCs that should only be allowed to speak with the main PC.

And I personally prefer the lower levels.

Regards

Modifié par Kaldor Silverwand, 21 février 2011 - 10:32 .


#20
kamal_

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Pick your main plot way to kill it here:

http://www.cs.cmu.ed...d/tarrasque.txt

#21
Kaldor Silverwand

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Those guys at CMU have far too much free time. ;)

Modifié par Kaldor Silverwand, 21 février 2011 - 10:48 .


#22
Guest_Chaos Wielder_*

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MokahTGS wrote...
Posted Image

So....who's making the beasty?


Well, I'll leave it to the modeller to divulge their identity. They know the thread.

kamal_ wrote...

The SGK73 prefab called "copy/paste city" will make you a city of any arbitrary size in less than an hour that you can start laying out where you want your usable locations such as interiors to be. You just polish the textures and add detail to fit.

I did this for Crimmor. 

I still have the Underdark OM as well. It was never developed beyond what I'd shown, but it exists.


I didn't know about that. If that's the case, then a city would probably be fine. As said before, however, a location has to be determined first. I'm going to be looking at Hellfire's areas soon enough.

Kaldor Silverwand wrote...

You mention wanting to use SoZ Crafting, so I'm going to suggest that you look at including my SoZ Crafting Plus system. It is compatible with SoZ Crafting and works exactly the same way, except that it is readily customizable, fixes many of the bugs in the SoZ crafting scripts, is compatible with all crafting stations, and provides a way for the individual modders to easily create their own custom recipes with no need to merge 2da files. For a multi-person project like this one that last feature could prove very useful and you won't have to worry about whether or not people working on different areas used non-SoZ versions of the crafting stations.

For at least partial compatibility with Kaedrin's PrC pack you'll want to use the standard k_mod_* names for the module scripts. This won't guarantee full compatibility of course, but it will get you part of the way.

I also suggest you encourage the modders to always specify a uniquely named area on client enter script for each area, even if the script does nothing. That way some changes in areas can be made via script rather than having to re-release modules (which forces players to start over).

And lastly, if you are not going to use SoZ party conversations, then I suggest you allow NPCs by default to speak with anyone in the party, that way players do not need to put all of the conversation skills on their main PC. This is easy to do via the k_mod_load script and all the modders need to do is specify a variable on the NPCs that should only be allowed to speak with the main PC.

And I personally prefer the lower levels.

Regards


I'll give the SOZ crafting system a look. I recall reading about it when it came out, and I liked what I saw.

Yes, the k_ constants can be used. I planned on changing those on my own should the modders not do things on their own. This will, ultimately, be added to the wiki when things get more stablized.

I do plan on using the SOZ chat system. That's the intention, anyways.

Shallina wrote...

Tarrask for lvl 20 and something even bigger for lvl 30 like something in the plane as it was done in HTOU and MOTB ?

 an empty master mod all ready set with the custom content, is also a must.

An "item chart" need to be defined, what can you find or afford at what lvl.

If youw ant to alter the way the loot system works (less or more item, no magical items from random loot and so on) you need to set this before the mod start to be done. So modders could work on balance.


That large of a campaign is beyond this scope. Epic levels are a bit much and I don't think the models exist for something that huge. This is somewhat limited in scope, all things considered.

As far as a master mod goes, first the custom content that people want needs to be defined. I'll be compiling a list of relevant content in the next day or so. A master hak will be created soon.

Modifié par Chaos Wielder, 21 février 2011 - 11:13 .


#23
Alupinu

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Hey CW,

Sounds like the project to belong too! I really need to get some xp working on a group project so I’m offering my services. Not sure what I can do, area building I guess would be my strong suite though I have xp in just about everything. well… maybe not hard coding. LOL
Any way if you find something for me to do don’t be shy!

alupinu

BTW, I never did get around to playing SOZ, hope thats not a problem. Posted Image

Modifié par Alupinu, 21 février 2011 - 11:26 .


#24
Shallina

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You should let the gate open.

For exemple, the thing(s) you collected for slaying the Tarask open a path to a lvl 20+ campaign.

Many don't like the lvl 1 to 4 but many do, it gives the game a full scale scope.

Work them as a prolog, optional that players can skip.


Single player or multiplayer possibility ? Need to set standard for the scripting.

No Race/class restriction it pulls many player away.

Define an XP chart (time of gaming to gain a lvl)

Define compagnion, do you get campaign compagnion for the whole module, or compagnion specific for each modder ?

Modifié par Shallina, 21 février 2011 - 11:54 .


#25
Shaughn78

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Very good stuff. Count me in.

I will be using the rh_ prefix on my content.

I like the overland map. As already stated, it seems to have a little bit of everything.

*edit*
To add to the plot quest and create low level quests: The party could have to search for information on the creature (weakness, abilities, defense). Instead of being told of the 4 pieces of the rod, they must search for tomes and maps that will lead to the peices. Almost like a sacenger hunt, but leave it open so a party could find the instructions out of order and have to figure them out, or get really lucky and stumble onto a piece of the rod. Also since you have 4 pieces of a rod some way to put it back together other than throwing all four pieces into your backpack shaking it three times and yelling shazzam!

Custom Content: For starters I would suggest using Pain's monster packs and RWS tilesets. Something of this scope should also be compatible with kaedrin's content.

As a side note:
*I also promise I won't kill off a NPC hero and let the bad guy get away this time.

Modifié par Shaughn78, 22 février 2011 - 12:43 .