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Quick Module concepts


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#26
Eguintir Eligard

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that is not a QUICK module lugaid that is a forever and never stops module. Just because someone finished an area (quick or fast) doesnt mean that project would eve get done. In fact that sounds exactly like the Turmish project as well.

This is for quick ideas that make the author able to get in and get out in a few weeks.

#27
The Fred

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I think the idea is that the framework could be released without it being filled. Then, you could download individual components as and when you wanted to play them. So, a builder would be able to put up something short and quick without needing to invest a massive amount of time; there would probably be no "done" for it.

#28
Lugaid of the Red Stripes

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Yeah, as The Fred said. The idea from the old discussion was that we needed more short, 1-hour or less mods being built and released, to encourage more people to pick up the toolset and actually finish something. The overland map hub-module would take care of the infrastructure, basic things like stores, companions, and maybe a main plot, while the sub-modules would just be little self-contained quests, or maybe even just interesting areas to explore. With the overland map already in place, other modders can come along and just make little modules to throw in there, without having to justify the module with an interesting plot or flushed-out characters.

Hopefully, if a lot of players are happily grinding away playing the overland map, then they'll download the mini-modules by the dozen, just to give their current character lots of things to do as they wander about the map. Because the players don't have to commit to actually playing through a big module, then I think they'll be willing to take a chance on shorter, less polished work.

The modules wouldn't have to be proper quests, either, maybe just a tavern with colorful locals, one of which wants to join you as a companion, a chance meeting on the road, or just a scenic detour.

#29
Eguintir Eligard

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I was kind of aiming for ideas that take care of the invariable vault commenter/rarely-ever-posts forum user who declares "Im not playing any series until all chapters are finished." But then on post reflection, I've decided who gives a rats hairy buttocks what invariable vault commenter/rarely-ever-posts forum users who declare "Im not playing any series until all chapters are finished" has to say.

Modifié par Eguintir Eligard, 24 avril 2011 - 12:16 .


#30
rjshae

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Another quick and dirty module idea would be to simulate elements of an ongoing, larger scale war. The party has volunteered as a kind of irregular forces group serving under an army commander, who sends them on various missions. The manner in which the mission is completed could then effect successive episodes. This design approach would eliminate most of the non-combat elements from the module, simplifying the development. All the player(s) would need to receive are orders, news and rumors from other fronts, and the occasional stop at a merchant or quartermaster. Of course, the missions don't all have to be straight up combat; they could include infiltration and/or spy missions.

#31
The Fred

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The classic dungeon-crawl could be made pretty quick, if you dispense with the reason for the players being in said dungeon. Kinda like "you're adventurers, this is a dungeon, go with it". The only issue is you'd probably need some sort of merchant or something, which wouldn't necessarily make sense unless you make a little "safe" area, too.

#32
Eguintir Eligard

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rip off the format of the D&D arcade game. Fight along a cliff side or some otherwise straight line of progress with branching paths (take the caves or take the boat) and always end up in a town at destination for sales.

#33
Lugaid of the Red Stripes

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HOTU solved that problem with a pocket merchant, just carry the store with you, and you never have to leave the dungeon.

#34
Eguintir Eligard

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is that something that should apply universally? Those dont grow on trees, and defeats part of the purpose of towns and the management of inventory. Seems kind of cheesy to just instantly convert everything you find to hard currency.

Modifié par Eguintir Eligard, 27 avril 2011 - 02:04 .


#35
Lugaid of the Red Stripes

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If you set it to have a horrible markup,its just a way to save player frustration. There'd still be room for store with better prices and better selection.

#36
The Fred

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Hmm, I thought about a portable store, but there still really needs to be a place for a "normal" merchant, or access is too easy.

#37
Eguintir Eligard

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I really think of all things pitched here, we need to have a 30 day campaign competition. Give people maybe 10 days notice to think about their idea so they dont have to waste dev time stopping to think, then open the flood gates. I wanna see what can actually be done with our time when we dont piddle around for 2 years past the point where people even remember or were around when you first announced your campaign.

Consider this a soft warning about such a contest on the horizon. Even if I am the sole participant, I will run it. Im thinking starting mid may before the weather gets too nice and I dont want anything to do with the comp.

Modifié par Eguintir Eligard, 27 avril 2011 - 07:05 .


#38
rjshae

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The Fred wrote...

Hmm, I thought about a portable store, but there still really needs to be a place for a "normal" merchant, or access is too easy.


A solution along these lines is to use the concept of an interdimensional magic marketplace in a pocket universe. The owners of the pocket create rings for easy access, which they then distribute freely to adventurers, high-level mages, and so forth. To keep out the riff-raff, access could require some sort of minimum sacrifice, such as a gem stone. The ring could also be rigged to only go off in safe places to rest, perhaps because that will avoid monsters sneaking through the portal. Prices, of course, will be higher than in a town because of the steady demand...

Modifié par rjshae, 27 avril 2011 - 10:36 .


#39
Shaughn78

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A convient store like that should also have very, very low buy price and no or a huge identify price. As mentioned before a player would be able to keep all their loot and convert to cash and not have to deal with weight issues.

#40
MokahTGS

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Another idea that would be fun, taking a page from improv theater, would be to take ONE prefab and have authors use it to make an adventure. One area...many translations of what happens there. Call it the "eye of the beholder" builder contest and you have some fun.

Challenge authors to get as creative as they want with story/background/whatever just as long as the module uses only the selected prefab. Talk about a short leash...I'd love to see what could come out of such a contest.

#41
The Fred

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If you did this as a recurring contest, you could have randomly generated or picked constraints or themes, and people would have to make mini-modules (a la the GoG contest for NWN1) based on them. Maybe like three different people each picked something which had to appear, or whatever. So, one time you might have "a goblin, a forest, military theme" (I don't know, I'm making this up) which could lead to a fight agaisnt a goblin army in a forest, or equally a story about a lone goblin who joins the army to avoid bullying etc. The next time you might have something radically different. It could be interesting, though you'd probably need to get a fair bit of interest in it.

#42
Shaughn78

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Shaughn78 wrote...
A single prefab is choosen and builders can do some minor changes, lighting, a few placeables and whatnot, but the area as a whole should be very similiar. Then each builder makes a story for that area. Some type of reason why the player can't leave the area and why it keeps changing will be needed, prehaps they entered a faulty portal or have been cursed with a Groundhog Day effect. This would be similiar to EE's R.A.D. campaign, with each visit to the area being very different and possibly quite outlandish. I think it would be interesting to see how the different builders create a story using the same area with total freedom.


MokahTGS wrote...

Another idea that would be fun, taking a page from improv theater, would be to take ONE prefab and have authors use it to make an adventure. One area...many translations of what happens there. Call it the "eye of the beholder" builder contest and you have some fun.

Challenge authors to get as creative as they want with story/background/whatever just as long as the module uses only the selected prefab. Talk about a short leash...I'd love to see what could come out of such a contest.


I think the single area would be a very fun idea and I would enjoy seeing what others would do in the same area.

#43
nicethugbert

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The trainers on the vault all fail to have as broad a selection of opponents as they really should. A trainer by nature is a much simpler module. It has three basic components: XP/Level management, item management, and spawns. But, they are all woefully lacking in spawns management.

So, a trainer with proper spawn control would be appreciated.

Modifié par nicethugbert, 02 mai 2011 - 01:42 .


#44
The Fred

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Lugaid, your suggestion actually gave me an interesting idea. Got stuff to do in the next couple of days, and the community project to finish (amongst other things) after that, but I might do some experimenting...

#45
Lugaid of the Red Stripes

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A'ight, the suspense is killing me...what suggestion of mine in particular are you riffing off of, and what are you planning to do with it?

#46
The Fred

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Ah, that would be telling...

Actually it's not that exciting, just the idea of having mini-modules linked together in the way you suggested with a hook-filled OM got me thinking and I reckon you could actually do some pretty neat things.

#47
Lugaid of the Red Stripes

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Just thinking, I don't have SOZ, so I don't really know how it works, but could someone use the hook idea to graft new random dungeons/encounters into the overland map? I.E., when the SOZ overland map sends you to area M003ZA or whatever to fight out your random encounter, you instead go to a user-made M003ZA in your override, which then directs you to one of several user-made areas to actually fight the encounter. Maybe the first area is a little pre-battle conversation that lets you make a few tactical choices before you fight.

At the least, couldn't you write a script that one could run using the console to spawn new useable placeables on the overland map that link to new user-created areas/modules.

If we put it into the main game, then maybe it will act as a gateway drug, enticing new players to delve more into the user-made content.

#48
M. Rieder

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Isn't that a little like the Holiday SOZ project?

#49
Eguintir Eligard

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yes

#50
Lugaid of the Red Stripes

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Wow...I guess it is. Anybody know how difficult to would be to add extra areas on an ad hoc basis, instead of the big single download?

link:
http://nwvault.ign.c...h.Detail&id=406