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10 réponses à ce sujet

#1
PJ156

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Way back .... looong ago, when NWN2 was still in development, Gamer magazine did a review of an alpha version at a game convention. Off the back of that they wrote a teaser article.

In the game at that time people who had something to say or quests to give had an exclamation mark above thier heads.

Does this function still exist in the code. Can it be exhumated?

I can see this being useful for a future project. Perhaps some of the PW writers are using it?

PJ 

#2
The Fred

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I've seen this on other games but never heard of it in NWN2. However I know that in SoZ exclamation and question marks pop up over the heads of enemies on the overland map. I expect the way to do it would be visual effects. You'd have to apply and remove the effect manually, but it should give the appearance you want.

#3
Hilltop2012

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 The Legends Quest Plug in video seemed to do something with an icon above a npc's head. But I think it was specifically designed for PW's Maybe he could help with some scripts and visual effects.
Forum Thread: social.bioware.com/forum/1/topic/172/index/8868662

#4
Dann-J

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Lots of other games certainly do this (Titan Quest, Sacred, Sacred II). It takes all the fun out of talking to random strangers though, since you immediately see which NPCs have quests available and which don't. This leads to non-quest-related NPCs being ignored, which can lower their self esteem and make them feel unwanted.

I urge everyone to brighten up a non-quest-related NPC's day by taking the time to trigger their (often repetative) barkstring. It costs only a moment of your time, and in return you are helping to reduce the likelihood of them developing low self esteem, depression, or even suicidal tendancies.

Seriously though (?), there is an effect called the 'question fountain' that causes question marks to cascade out of a creature while it screams 'why?' in agony. I've never seen it used in the game though.

#5
_Knightmare_

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An applied VFX is the way to go here.

#6
PJ156

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Hmmm I think _Knightmare_ has the right of it. It's even something I can do :)

There is still the question of what this brings to the game it runs the risk of turning down the believability (is that a word?) of the game.

PJ

#7
Lugaid of the Red Stripes

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Alternatively, you could use a particular animation to get the NPC to stand out (i.e. wave, taunt, drunken sexy dance).

As for neglected NPCs, aside from randomizing their barkstrings, I set up a few NPCs to give you consumable items (like medkits, ammo, and potions) once every X hours, pending a skill check. Just enough of an incentive to chat up the locals every time you swing through town.

#8
The Fred

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Perhaps only NPCs who are trying to get your attention, or who have main-quest-related things to say get the exclaimation marks. Other quests can still be found by talking to people, but it's a way of showing that that person wants to talk to you. A possibility, anyway.

#9
kamal_

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It's just a style, some game types use it, like DannJ said. It's practically expected in action rpg clickfest games (Diablo style). I'd rather put down mapnotes for my quest npcs because I prefer making slower games.

#10
PJ156

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The Fred wrote...

Perhaps only NPCs who are trying to get your attention, or who have main-quest-related things to say get the exclaimation marks. Other quests can still be found by talking to people, but it's a way of showing that that person wants to talk to you. A possibility, anyway.


This is more what I am thinking. When plot movers move about in game time then they can get hard to find. Alternativly they stand stock still in the same place and that looks odd for me too.

I am not looking to replace the need to talk to people to pick up clues or sidequests. That's part of the fun ...

PJ 

#11
Guest_Iveforgotmypassword_*

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Why not just give them all red hats or something like that.