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New Project: Edinmoor: Broken Vessels


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#101
Arkalezth

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Yeah, if it's readable, it generally looks better than with the black bars. The only problematic part in that pic is the one on top of the armor, the "I can" part particularly. The rest is perfectly readable.

You can always try a different font color (or change the guy's armor if everything else reads well). Judging by your comment I'm guessing that the module doesn't have many cutscenes (?), so hopefully it wouldn't involve much work. In short, I'd see how it looks before deciding on the bars.

#102
M. Rieder

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Dorateen wrote...

Arkalezth wrote...

I don't think that's a bad thing actually, as long as the background doesn't make the text illegible. Risen Hero didn't use the black bars, at least in some conversations/cutscenes, and it worked well.


Interesting. Because I kind of like how that screenshot looks. But I'm concerned that the text on the bottom isn't too readable. I'm using a static camera, so that will always be the view for this parapgraph. Do you think it is passable?



Can you make his chainmail a little darker?  The only hard part to read is right where the words are on the chainmail.

#103
Dorateen

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M. Rieder wrote...

Dorateen wrote...

Arkalezth wrote...

I don't think that's a bad thing actually, as long as the background doesn't make the text illegible. Risen Hero didn't use the black bars, at least in some conversations/cutscenes, and it worked well.


Interesting. Because I kind of like how that screenshot looks. But I'm concerned that the text on the bottom isn't too readable. I'm using a static camera, so that will always be the view for this parapgraph. Do you think it is passable?



Can you make his chainmail a little darker?  The only hard part to read is right where the words are on the chainmail.


I'm going to first experiment with a red text, which might telegraph his evilness, but in this case it might be appropriate. If it seems too dramatic, I will tint his chainmail darker.

#104
Dorateen

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I will be following up with an update soon, probably by this weekend.

In the meantime, I opened up a thread on the Nexus site, for discussion of the original Edinmoor campaign.

The thread over there is a Spoiler post, as I am interested to hear about some of the choices players made. It is meant for people who have already gone through the adventure. There is one role-playing decision in particular, which I would like to hear some feedback.

Edinmoor Choices

If you haven't yet downloaded this module, now is a good time to take a look. Edinmoor: Broken Vessels is not a direct sequel, but it does tie into the overarching campaign. I am aiming for a summer release.

Harumph!

Modifié par Dorateen, 25 avril 2012 - 01:15 .


#105
Dorateen

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I've been working on the final exterior area of this adventure. It uses a prefab from the Vault that is so awesome, I'm not going to reveal it just yet. Besides, the location is leading up to the big confrontation, so I do not want to show too much. Of course, there will be dungeons, caves, and other attached interiors to explore. Here is a sample:

"Surely this old barn would be a safe place to hide…"

Image IPB
By dorateen at 2012-04-28

Image IPB
By dorateen at 2012-04-28

Now that first screenshot is meant to be a Party Chat conversation. I could have sworn I flagged it as such in its properties. Consider this a cinematic tease, which won't be in the final version.

For a module that claims to focus on dungeon crawling and party-based combat, there are still quite a lot of conversations and interaction with NPCs. Characters will get to use their skill ranks and other attributes, as I have done in other party chat dialogues.

One of the challenges I'm facing is getting the progression of experience points just right. I have most of the encounters set in place, and I know what level I am aiming for the party to be at in each area. But this is the first time I am starting at first level and trying to reach levels 8 or 9. I'll actually have to use a spreadsheet to calculate how much filler combat I need to add. Also, there will be opportunities to gain quest-related XP. I'll probably give out bonus XP awards if I need to close the gap, especially in the later levels.

Another thing I am including are buffer zones between the wilderness areas. Right now, transitions are done through caves. (I really dislike the blue world map transition, and prefer to use placeables and conversations.)
I've decided rather than just jump the players to the next area, I will create a little cave system that will join the maps. It will not be extensive, since that would lead to unnecessary scope creep, and it will still be somewhat abstracted. However, I do hope it will give the feel of venturing through tunnels in order to move from one location to another. And, I might be able to toss in a few surprises.

This is not to say all the building up to the final exterior area is finished. Rather, I have the infrastructure in place and now it is a matter of filling in the details, finishing off conversations (making sure they are properly flagged as Party Chat style!), and tying it all together with the campaign journal. Next month I am working on one last dungeon, and I hope to have this in a play-testing state by the early summer.

Harumph!

Modifié par Dorateen, 28 avril 2012 - 09:28 .


#106
PJ156

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Sounding good Dorateen, I like the cave connections idea. A hub so to speak or the underground version of an overgound world map.

Will there be an wombles?

PJ

#107
Dorateen

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PJ156 wrote...

the underground version of an overgound world map.

PJ


That could be an interesting concept. If I was going for a wide-reaching area of a network of tunnels, it would be fun to do that in true Overland Map style. Wasn't there talk of an attempt at creating the Underdark using the OM system?

Wombles... "Make good use of bad rubbish!"

Maybe that could be a theme for this adventure.

I just caught M. Rieder's new gold box style avatar. That is fantastic! Is there a site that has a collection of the icons? I wonder if I could find the old one I had used.

Modifié par Dorateen, 29 avril 2012 - 02:07 .


#108
kamal_

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Dorateen wrote...

PJ156 wrote...

the underground version of an overgound world map.

PJ


That could be an interesting concept. If I was going for a wide-reaching area of a network of tunnels, it would be fun to do that in true Overland Map style. Wasn't there talk of an attempt at creating the Underdark using the OM system?

Yes. I made an Underdark OM as a proof of concept.

lit for viewing:
lh5.googleusercontent.com/-b92MVCAse4g/TImCLN5olcI/AAAAAAAAAxs/MsOciH-Z52s/s1303/um2.JPG

ingame:
lh6.googleusercontent.com/-18c91L26Fps/TI13Od_KXrI/AAAAAAAAAzY/unoGeaMdgDU/s1303/NWN2ToolsetLauncher+2010-09-12+20-51-27-70.jpg

Modifié par kamal_, 29 avril 2012 - 02:15 .


#109
Dorateen

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kamal_ wrote...

Yes. I made an Underdark OM as a proof of concept.

lit for viewing:
lh5.googleusercontent.com/-b92MVCAse4g/TImCLN5olcI/AAAAAAAAAxs/MsOciH-Z52s/s1303/um2.JPG

ingame:
lh6.googleusercontent.com/-18c91L26Fps/TI13Od_KXrI/AAAAAAAAAzY/unoGeaMdgDU/s1303/NWN2ToolsetLauncher+2010-09-12+20-51-27-70.jpg


That looks magical! The sheer size of the subterranean landscape is impressive. Rich for exploration and danger.

#110
kamal_

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If I recall correctly, I made it the same size the an SoZ OM. The lighter color is where the player can walk (ie not "solid rock", chasm, or water)

Also ingame: lh3.googleusercontent.com/-anw1ihwOyMc/TI13gLKWYLI/AAAAAAAAAzg/ycTYe8cHy_U/s1303/NWN2ToolsetLauncher+2010-09-12+20-51-52-67.jpg

#111
Alupinu

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Dorateen wrote...
 
One of the challenges I'm facing is getting the progression of experience points just right. I have most of the encounters set in place, and I know what level I am aiming for the party to be at in each area. But this is the first time I am starting at first level and trying to reach levels 8 or 9. I'll actually have to use a spreadsheet to calculate how much filler combat I need to add. Also, there will be opportunities to gain quest-related XP. I'll probably give out bonus XP awards if I need to close the gap, especially in the later levels.

Hey Dorateen, little friendly advice, careful with getting to xp focused, remembers the goal here is game play. Unless your goal is to design a “leveler”. Whatever that is? I have played some mods in the past where the author was desperate to level the player and the game play suffered because of it. Some examples are XP for getting your portrait done or XP for planting a garden. That’s just silly and it really does downgrade the mod. My advice is to make about 8 or 9 substantial quest (2-4 hrs in length each) and then play test them and see what your PC’s level is. If necessary add another quest or two. I guess the point I’m trying to make is the XP should be awarded according to the quest and not the other way around.
 

kamal_ wrote…
 
Yes. I made an Underdark OM as a proof of concept.

lit for viewing:
lh5.googleusercontent.com/-b92MVCAse4g/TImCLN5olcI/AAAAAAAAAxs/MsOciH-Z52s/s1303/um2.JPG

ingame:
lh6.googleusercontent.com/-18c91L26Fps/TI13Od_KXrI/AAAAAAAAAzY/unoGeaMdgDU/s1303/NWN2ToolsetLauncher+2010-09-12+20-51-27-70.jpg

 It's a campaign map! That is really cool kamal. I thought about doing something like that for my project but then I realized I might be getting a little too ambitious and if I was ever going to get anything finished I better scale things down a bit.

Modifié par Alupinu, 30 avril 2012 - 08:37 .


#112
Dorateen

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Alupinu wrote...

Dorateen wrote...
 
One of the challenges I'm facing is getting the progression of experience points just right. I have most of the encounters set in place, and I know what level I am aiming for the party to be at in each area. But this is the first time I am starting at first level and trying to reach levels 8 or 9. I'll actually have to use a spreadsheet to calculate how much filler combat I need to add. Also, there will be opportunities to gain quest-related XP. I'll probably give out bonus XP awards if I need to close the gap, especially in the later levels.

Hey Dorateen, little friendly advice, careful with getting to xp focused, remembers the goal here is game play. Unless your goal is to design a “leveler” whatever that is. I have played some mods in the past where the author was desperate to level the player and the game play suffered because of it. Some examples are XP for getting your portrait done or XP for planting a garden. That’s just silly and it really does downgrade the mod. My advice is to make about 8 or 9 substantial quest (2-4 hrs in length each) and then play test them and see what your PC’s level is. If necessary add another quest or two. I guess the point I’m trying to make is the XP should be awarded according to the quest and not the other way around.
 


That sounds like a good approach. I had not thought of it that way, for this project, framing the levels gained in terms of quests. That will certainly be helpful as I work on the journal entries.

I'm afraid there is some quality of a leveler involved, as the party will be facing tougher enemies as they try to escape their captivity. That's why I'm concerned about characters being strong enough to at least have a chance to survive.

If you remember the enemy parties from Baldur's Gate, there's a lot of that. Groups of six, and monsters with some PC classes. Ever see an ogre bard? Not a pretty sight.

Thanks!

#113
M. Rieder

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Dorateen wrote...

 Ever see an ogre bard? Not a pretty sight.


Not a pretty sound either, I'd imagine.  No doubt he'd be playing the good 'ol ogre standards:

Boil yer dwarven bladders, me maties!
The halfling's on the spit, the elves are in the stew!
I rolled in a carcass today and I'll likely do it on the morrow.
My ogress' crotch smells, but I don't care, she takes good care of me.
If a cat can lick it's own hind end, then I'm thinkin' I can too!


*Shudder!*

#114
M. Rieder

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On a more serious and less nauseating note, I took players from 4-13th level in TWAII and I just had to do several re-balancing run throughs. During building I did my best guessing, then adjusted my encounters based on playtester feedback.

#115
Dorateen

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M. Rieder wrote...

Boil yer dwarven bladders, me maties!
The halfling's on the spit, the elves are in the stew!
I rolled in a carcass today and I'll likely do it on the morrow.
My ogress' crotch smells, but I don't care, she takes good care of me.
If a cat can lick it's own hind end, then I'm thinkin' I can too!


heh, can I use that for the ogre encounter? I'd gladly give you full credit for those bawdy lyrics!

As for playtesting, that is tempting. Just throw in some unfortunate players and let them struggle when they are taking on elementals, but are only 4th level.

#116
M. Rieder

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I had several volunteers for playtesters. I did my own playtesting first, to get the general feel for things, then let them refine it. And feel free to use those lyrics. I say, the bawdier, the better!

#117
Tchos

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Dorateen wrote...
I just caught M. Rieder's new gold box style avatar. That is fantastic! Is there a site that has a collection of the icons? I wonder if I could find the old one I had used.

Go here:
http://frua.corhub.com/

Then use the dropdown menus at the top to navigate to "Character combat icons", and browse the subcategories there.  A rather inconvenient setup for linking to individual pages.  Your old icon is probably there.

Modifié par Tchos, 16 mai 2012 - 03:06 .


#118
Dorateen

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Tchos wrote...

Dorateen wrote...
I just caught M. Rieder's new gold box style avatar. That is fantastic! Is there a site that has a collection of the icons? I wonder if I could find the old one I had used.

Go here:
http://frua.corhub.com/


Thank you for the link. Lots of great stuff there. I was hoping to find the really old-school combat icon from the first games of the series, like what M. Rieder has, before the Gold Box engine got  a graphics upgrade.

Although I probably wouldn't change me avatar, since I like this one from Wizardry 8.

#119
rjshae

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Alupinu wrote...

kamal_ wrote…
 
Yes. I made an Underdark OM as a proof of concept.

lit for viewing:
lh5.googleusercontent.com/-b92MVCAse4g/TImCLN5olcI/AAAAAAAAAxs/MsOciH-Z52s/s1303/um2.JPG

ingame:
lh6.googleusercontent.com/-18c91L26Fps/TI13Od_KXrI/AAAAAAAAAzY/unoGeaMdgDU/s1303/NWN2ToolsetLauncher+2010-09-12+20-51-27-70.jpg

 It's a campaign map! That is really cool kamal. I thought about doing something like that for my project but then I realized I might be getting a little too ambitious and if I was ever going to get anything finished I better scale things down a bit.


Yeah, sweet! I hadn't really though about it before, but some extraplanar OMs could be pretty enticing. Maybe some flying mountains joined by rope bridges, or...

Modifié par rjshae, 16 mai 2012 - 07:24 .


#120
Tchos

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Ah, I understand. You mean the ones you constructed yourself from parts and colours? I think the only way to get a specific one of those would be to take a screen capture of a finished one in the actual game (such as in DOSbox). Sorry for the tangent. ^_^

#121
Dorateen

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This month, I've been mostly building the dungeon that will lead up to the final encounter. In the meantime, I thought I would post a screenshot or two, including the stand-off with some ogres inspired by M. Rieder's bawdy lyrics.

This conversation had been giving me some trouble a few weeks ago, because the ogres start off on a rise some distance away from the party. When the speak triggered fired, it was just showing the opening narrative paragraph as a barkstring, and then ending the conversation. I couldn't figure out what was going on, since I confirmed it was a party chat style, I even reconstructed the conversation and checked all the trigger variables.

Then I realized I had to increase the conversation distance, which is a property found in the campaign editor plugin.

So there's a toolset tip for the day, which I don't give very often. If you have any conversations that start with the NPC a fair bit of distance away from the player, make sure this setting is set at a higher value.

Image IPB
By dorateen at 2012-05-26

Battle with a family of water elementals.

Image IPB
By dorateen at 2012-05-26

Harumph!

Modifié par Dorateen, 26 mai 2012 - 08:46 .


#122
PJ156

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Looking good Dorateen though I think "hind end" is a little posh for an ogre. There are other words I could think of :D

PJ

#123
kamal_

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Arse end.

#124
Dorateen

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PJ156 wrote...

Looking good Dorateen though I think "hind end" is a little posh for an ogre. There are other words I could think of :D

PJ


Thanks! You're probably right, I'll have to consult with the lyricist.

Or maybe go with arse end, as kamal suggests.

#125
PJ156

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Heh, that works. Of course you are going to need a new animation for the ogre now.

That's a cutscene that would be worth seeing me thinks.

PJ