The coastal village has been progressing and places have been created for the individual NPCs.
Merchants:
There are four merchant's with interior shops, blacksmith, jeweler, general store and the magic user. The blacksmith and jeweler are associated with the local lord and are part of his merchant's guild that is ruled with an iron fist. The general merchant refuses to join the guild and give the majority of her profit to the lord. While her stock levels are currently good, often she has nothing to sell and is often threatened and prosecuted by the local lord. The final shop is able to separate it self from all this. The owner of the shop is a powerful wizard and is able to secure her own stock through unknown means and the local lord and harbor master both recognize that she will not tolerate their interference.
General Store:
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Blacksmith:
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His work area is around the central chimney. He will have a scripted path that will show him at work when not selling goods.
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The smith will have two powerful unique items for sale, a short sword and greataxe. Both are shown in his shop and will each have their own unique store that opens when the item is clicked. These stores will only have that one item in them and will not buy items. Once the items are bought the stores will no longer be accessible. I decided to remove them from the general stock for a couple of reasons. First is I have a bit more control of them. I may have the items unusable at first so the stores can't be open, that way a undecided task or conversation will open those stores. Second reason for the separate stores is to take that large sum of gold out of circulation. Those items have a large value and the profit from them will not go back into the store, instead it will likely go to the local lord the smith works for. This will prevent the player from increasing the stores gold and getting it back selling a bunch of crap to the store. On a separate note it would be nice to set a minimum buy amount for a store, any item worth less than that won't be bought. Would a merchant really buy a hundred + rusty daggers just because the player wants to sell them, how will the merchant ever get their money back?
Jeweler:
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The back wall is made of the estate bookcases with chest scaled to fit the area, essentially making Forgotten Realm safety deposit boxes. During the day the gate at the counter will be locked, at night the player will be able to do a bit of robbery. This will give the player a quick pile of cash and some stolen items to sell but the stores sell percentage is going to sky rocket and their buy amount will drop to a dismal amount in order to recoup their lost.
Magic Shop:
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A small magical garden to grow reagents.
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With the estate tileset and the estate wall placeables these small cubbies were created to help create a cluttered shop with both mundane items and rare items mixed together.
Places to Relax:
Church of Valkur:
This port does not have a church to Umberlee, though it will have a cleric preaching her ways in the street. Valkur is the local deity and a church has been established to him. In addition to faith the church has 2 other functions in the community. First, it assist will trade. The church is able to use its strengths to import and export goods that the local lord doesn't want or with captains and ships the Harbor Master does have lucrrative agreements with. The second function will be caring for the orphans of the sailors and anglers lost at sea.
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Local Inn
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The basement where the player will be given the ever infamous rat in the basement quest.
Dimly Lit Tavern:
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Dimly lit is a little bit of an exaggeration. This place is barely lit. In one darkened corner is the black market gnome and another black corner holds a bit of a surprise for the player. This bar is the favorite of the local pirates and occasionally not everyone who enters on their feet leaves on their feet.
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The owner and bartender. Despite his stature and need to use stools, he is likely the most dangerous person in the bar.
Both the tavern and Inn are a bit desolate. On enter scripts are being written to spawn in the patrons. It will chose random blueprints from assigned groups. The tavern will have more pirates while the inn will be mostly anglers. At night especially the inn the will have are larger amount of patrons.
Currently all areas are just missing sounds, ambient, placed and music. Once that is done the final touches will be given the NPCs will be given their conversations and plot and story points. Right now I only have 2 side quests, one that involves the Priest of Umberlee and the other will be given by the black market gnome and involve the above mentioned jeweler. I may add a little something for the blacksmith but right now I'm not sure. A few side quest usually pop up as the dialog is written. The player will not be able to correct the corruption in this town. The local lord will continue to exploit his merchants and terrorize those who refuse to join his guild. The harbor master will be able to maintain her contracts will pirates to do all her exports and imports at a massive profit to her.
All that is left for the village will be the harbor master's offices and warehouse. The Inn's second floor and the entry area of the local lords house.
Modifié par Shaughn78, 28 octobre 2012 - 02:42 .





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