What makes a good city/town?
#26
Posté 20 avril 2011 - 09:23
Agreed with NTB, area transitions should be as few as possible.
About the OM, I was thinking about something like the map of Westgate, with an OM between the different parts of the city, though I don't know how it would end, since I've never looked at an OM in the toolset. Can you add non-usable placeables (buildings and such) in the OM? If possible, I guess that should add to the closeness feel.
#27
Posté 20 avril 2011 - 09:42
Which is an interesting point because I think one always lusts for the "bustle" in cRPG cities. The more market-like quarter which merchants hawking wares, people running around, a very closed-in feel, lots of noise etc. In some ways I think it might be harder to sell more quieter neighborhoods because you lose a lot of the movement and noise. While the architecture might be nice, your senses aren't really being "challenged" in the same way.
My favorite cities are probably Athkatla and Sigil. Think they're both done really well, they certainly feel large enough and the abstraction of isometric 2d coupled with the noise of city life really brings the illusion to life.
Another interesting take on a city is Almraiven for NWN1 (excellent module) where the author divided the town into small areas. A street, a merchant square, an alley. The way he set it up actually really helped the scale of city, It was also rather tightly construced, closed-in spaces, which is always a risk in the NWN games I think. The camera can be a real pain to navigate in such areas but unless it's too extreme, I feel it's worth it to get that special atmosphere.
He also used the naming convention mentioned above. You didn't know NPCs names until they told you. Another small but rather effective thing was that the NPCs would spawn in slightly different places when you revisited an area which gave it a nice feel of being "alive". The day and night cycles also had an effect on what NPCs you saw. Some of them would also respond differently to what clothes you wore. Often in small ways, and you could obviously "game it" by just carrying around various kinds of suits.
I would really recommend checking the mod out if you haven't, if nothing else, it can certainly give some good ideas.
But yeah, I feel one important thing about creating a bustling city is that you really need the layers. The game needs to look, sound and feel alive. But the player must also get plenty of interaction opportunities. because a city would be full of opportunities obviously.
#28
Posté 21 avril 2011 - 12:46
There are, in fact, default scripts to do this. SetFirstName and SetLastNameMokahTGS wrote...
Commoners with no names until you talk to them is a hallmark of Ultima games. Any NPC for that matter. You had to ask them their name and it would then change. All perfectly doable with NWN scripting.
One thing I'm doing now with factions is that npc's are not named unless you are working for their faction and have been told their name. Just approaching npc x will not reveal their name, they have a generic name. But if you are part of that faction and been told who they are, then approaching them will trigger their name being assigned. Otherwise, they look like a generic npc.
If the player is a native of the city, you can assume they know the names of many relevant npcs already due to just living there. In BG1 for instance, the player should know the name of everyone in Candlekeep.
#29
Posté 21 avril 2011 - 12:50
I included them because, well, BG had them. But thinking about it, BG1 had them when the player/party is low level and so bits of loot were valuable. PoE had them around level 5 to 10. So the player was more powerful, making the bits of loot from a house kind of a waste of time.Arkalezth wrote...
I agree about the chest/barrels/whatever in the middle of the street, with a cheap gem or a potion inside. That's boring. Same for houses with nothing interesting inside, other than a bit of loot. I remember a few of them in Path of Evil.
I did get rid of chests of loot in the streets though.
I'm assuming Haplose is referring to the Beggar's Nest in Neverwinter in PoE for the praise, as that was the area that had the most faction type stuff.
#30
Posté 28 avril 2011 - 08:56
Leinadi wrote...
Which is an interesting point because I think one always lusts for the
"bustle" in cRPG cities. The more market-like quarter which merchants
hawking wares, people running around, a very closed-in feel, lots of
noise etc. In some ways I think it might be harder to sell more quieter
neighborhoods because you lose a lot of the movement and noise. While
the architecture might be nice, your senses aren't really being
"challenged" in the same way.
Yes, you can probably get a pretty good bustling effect with a single market square area; box in an open plaza with buildings and narrow (Shambles-like) exit streets, but make the interior fairly wide open and filled with traffic and merchant stands. Regular NPCs can then be spawned in at the exits, and if they follow many separate paths the effect would probably seem fairly chaotic and crowded. Throw in merchants, hawkers, clutter, side doors, kids playing, dogs running, the occasional pick-pocket, and some guards.
You could probably use the same logic components with different market square arrangements.
Modifié par rjshae, 28 avril 2011 - 08:58 .
#31
Posté 02 mai 2011 - 08:02
I had totally forgotten about this. That is a great idea. I'm going to try to add this to my DAO module.MokahTGS wrote...
Commoners with no names until you talk to them is a hallmark of Ultima games. Any NPC for that matter. You had to ask them their name and it would then change. All perfectly doable with NWN scripting.
[Edit] Doesn't work in DAO. The NPC names get reset when areas reload.
Modifié par Obadiah, 03 mai 2011 - 02:23 .
#32
Posté 03 mai 2011 - 09:46
#33
Posté 03 mai 2011 - 10:54
#34
Posté 04 mai 2011 - 03:40
#35
Posté 05 mai 2011 - 06:42
#36
Posté 05 mai 2011 - 10:02
Yes. I know Lance Botelle has.rjshae wrote...
Has anybody experimented with "talking doors"? I.e. clicking on a door produces a bark string from a virtual person on the other side.
#37
Posté 05 mai 2011 - 10:20
kamal_ wrote...
Yes. I know Lance Botelle has.rjshae wrote...
Has anybody experimented with "talking doors"? I.e. clicking on a door produces a bark string from a virtual person on the other side.
I also did this for my Halloween Mod entry. The Player needed to speak to Burbo Thumpknoggin to be let into the tavern.
#38
Posté 05 mai 2011 - 11:07
#39
Posté 06 mai 2011 - 08:01
rjshae wrote...
Has anybody experimented with "talking doors"? I.e. clicking on a door produces a bark string from a virtual person on the other side.
I have, turned one into a store think i was to lazy to make areas.





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