... or is it all rocket science?
Modifié par Proleric1, 11 juillet 2011 - 02:15 .
Modifié par Proleric1, 11 juillet 2011 - 02:15 .
CID-78 wrote...
if we want to make the community bigger we need to make those tools, so we can also appeal to the lesser talented people.
Modifié par -Semper-, 11 juillet 2011 - 03:53 .
NWN2 got strong because it did get the tools after a while such as YATT and Terracoppa. it also got lilacs script generator.
JasonNH wrote...
Sculpting the height of terrain is the easiest part of creating an exterior area. The more time consuming process is in the texturing and placement of vegetation, and there is no simple solution for that.
Modifié par sidefx79, 11 juillet 2011 - 09:16 .
Modifié par Obadiah, 13 juillet 2011 - 07:13 .
Obadiah wrote...
I think the complexity of the DA toolset and the lack of multiplayer are the biggest bar to a thriving community.
Shallina wrote...
MP is really important fo community games.
Community wants to play together, it's not the same thing as single player. You want "to share" your game with friends. Online poeple likes to be able to play together. And that's something DA will nevers be able to deliver.
For DAO more than half of the community is missing, all this PW crownd, or LAN players will nevers be there.
I used to do that all the time. As much as I liked the NWN2 single player video game, MP had some of the most memorable experiences I've had with NWN2.CID-78 wrote...
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Share games yes, MP No. I have been a active forum member since NWN was released and i have barely played anything online.
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As complicated as the toolset is, there are already some great videos and wiki articles explainig how to use it. It just takes way longer to get anything interesting done in the DA toolset than NWN. Not sure what's to be done about that.Proleric1 wrote...
I don't necessarily disagree with the last few comments, but if we want to identify practical actions for the
community in this discussion, I suggest we set aside things we can't easily change.
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Modifié par Obadiah, 13 juillet 2011 - 03:37 .
Yes, but one has to know about the Community Contest to find those resources. It is not listed off the Main Wiki page or anything. Ideally though, there ought to be some sort of wizard from the toolset that says "Please select village/town level layout that you want to use for Area" and you get a bunch of boxes with previews to select from. Right now you're just sort of stuck loading up each area layout to see what you find.CID-78 wrote...
we already got the Community contest, which has added some usefull extra resources such as several villages.
Modifié par Obadiah, 13 juillet 2011 - 07:55 .
Obadiah wrote...
I used to do that all the time. As much as I liked the NWN2 single player video game, MP had some of the most memorable experiences I've had with NWN2.
As complicated as the toolset is, there are already some great videos and wiki articles explainig how to use it. It just takes way longer to get anything interesting done in the DA toolset than NWN. Not sure what's to be done about that.
The thing about NWN was that content was always being released by the community, or with the official expansion packs. Dragon Age not so much. We're over a year out of the single player, and people have moved on to other games. The expansion packs look like they have to be hacked to get the new abilities and assets into a community made module. Not sure what to do about that.
We could create re-usable areas. The most generic adventure involves a village, ruins, and a cave dungeon. The
assets available in Dragon Age don't include a village or a generic cave (they're all Deep Roads specific). We could create some of those and make them easy to find on the Nexus or Google Code.
We could try documenting the setting. NWN was built on the Forgotten Realms campaign setting which was REALLY fleshed out well. The Codex entries, wikia, and the table top rules for Dragon Age are good, but not much of a substitute. I had to get the map in the tabletop game just to know the distances between locations. If there was a PDF or a word document that spelled out the history of the region, the known ecology of the some of the beasts, and the state of Ferelden after the Blight that would help. That's the kind of thing that gets my imagination going to create something.
Agreed, but you're missing my point. Let's say I want to set a module in Denerim or Highever.Elvhen Veluthil wrote...
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There is already a wealth of information in the wiki:
http://dragonage.wik...Dragon_Age_Wiki
http://social.biowar.../wiki/dragonage
The forums also have tons of information about lore.
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Modifié par Obadiah, 13 juillet 2011 - 10:31 .
Modifié par Daeltaja, 19 juillet 2011 - 09:48 .
errant_knight wrote...
All I really want is the unavailable content from the Origins DLC, including voice files, and ideally, some of the dialogue that was cut, to have more options for voicing the NPCs in mods.
Modifié par -Semper-, 16 juillet 2011 - 09:39 .