Ruins of the Sun God
#1
Posté 04 avril 2011 - 10:02
http://nwvault.ign.c...h.Detail&id=103
Ruins of the Sun God v0.7
This is a very small dungeon adventure for (new) level 1 characters in 3 areas. Features include environmental hazards, some amount of skill checks and 2 different ways to finish the quest.
#2
Posté 04 avril 2011 - 10:29
#3
Posté 05 avril 2011 - 01:11
#4
Posté 05 avril 2011 - 09:46
I'll try to play it, but I don't know when that will be. Lots of mods coming out lately!
#5
Posté 05 avril 2011 - 12:06
#6
Posté 05 avril 2011 - 02:45
#7
Posté 05 avril 2011 - 03:19
#8
Posté 05 avril 2011 - 03:27
#9
Posté 05 avril 2011 - 05:30
There are some interesting features, but it's too short, it feels like a quest of a bigger module.
Interaction with some objects disables stealth. I played twice, to see the different endings/solutions. I didn't get two options to end it in a single playthrough. It seems that the solution that updates the journal first is the only one available at the conversation at the end.
#10
Posté 05 avril 2011 - 06:01
Arkalezth wrote...
I've played it, it took me less than 15 minutes actually, about 5.
There are some interesting features, but it's too short, it feels like a quest of a bigger module.
Yes, admittedly it is very very short.
Interaction with some objects disables stealth.
Oh, I didn't notice that. Will have to check why that happens.
I played twice, to see the different endings/solutions. I didn't get two options to end it in a single playthrough. It seems that the solution that updates the journal first is the only one available at the conversation at the end.
Sort of "spoiler":
The "endings" are basically 2 different end-quest-triggers, one is the "killed all obvious monsters" ending, which is lower-priority than the "found an interesting item" ending. If you find the item first, you can still kill the remaining monsters but won't get extra XP other than from combat, and you can not mention that to the NPC either. I guess there should be a "killed all monsters AND found the item" ending.
#11
Posté 05 avril 2011 - 06:29
Yes, I did that the second time, but I thought I should be able to report both things and it was a bug. As you said, a "full completion" ending would be nice.pelhikano wrote...
Sort of "spoiler":
The "endings" are basically 2 different end-quest-triggers, one is the "killed all obvious monsters" ending, which is lower-priority than the "found an interesting item" ending. If you find the item first, you can still kill the remaining monsters but won't get extra XP other than from combat, and you can not mention that to the NPC either. I guess there should be a "killed all monsters AND found the item" ending.
#12
Posté 05 avril 2011 - 08:23
Oh, and I would be thankful for any suggestions for "environmental hazards" that make the areas a bit more interesting than big empty rooms.
Modifié par pelhikano, 05 avril 2011 - 08:30 .
#13
Posté 15 mai 2011 - 11:59
Current revision: 0.82
Lots of changes this time, that's why it took a while to complete.
-v0.82:
* tutorial room demonstrates more features
* hub area now working
* 3 companions to recruit provided
* a boss encounter with custom scripted AI for the creatures
* reworked the areas
* randomized loot items
Some screenies:
This is the "tutorial room" where you start the module. Various features of the module are demonstrated here, plus there's infinitely replenishing item boxes for outfitting your new character.

Rosestone Keep is the hub area of the module where you get the main quest. I'd like to make a overview map at some point that shows graphically where all the reachable points of interest are, but since I only have one quest area now that's not important yet. Visible here are the 3 premade companions you can recruit (which are personality-free at the moment). Alternatively I'd like to use the SOZ system later so you can make the entire party but this is annoying to make at the moment for technical reasons, so not in yet.

This is the entryway to the first ruined temple (and the only mission at the moment).

Inside that place there are 2 areas with separate "objectives" which can be done in arbitrary order. The upper level contains the more dangerous combat encounter. All enemies for this encounter, including the "boss", use non-standard AI which is still pretty buggy but works more or less. I can't tell how much that is due to my lack of programming ability and how much due to the general bugginess of this game. I didn't have time to play this "seriously" yet but I think it's pretty damn challenging due to environmental hazards and 2 types of "guard" enemies that are individually not that strong, but have to be fought cleverly (this may also have failed completely, really not sure).
The lower level is somewhat more simple and "standard" and has a little secret. Should be fairly simple and fair. From what I saw, finishing the lower level brings you to level 2 so that should make the upper level a bit more survivable.
#14
Posté 16 mai 2011 - 04:46
Modifié par pelhikano, 16 mai 2011 - 08:39 .
#15
Posté 05 juillet 2011 - 12:08





Retour en haut







