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The Black Scourge of Candle Cove -- Tchos' development diary


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#1
Tchos

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Okay, I've finished collecting scripts and materials, and finished playing the other modules and games I wanted to play, so it's time to get started on this. As with my Dragon Age: Origins module of last year, I'm starting this development diary thread to document my experience in creating a module for NWN2.

This will be my first NWN2 module, aside from some tinkering around I've been doing while playing the OC/expansions/various modules. My overall intentions for this module (in campaign format) are to include one main quest in several short "acts", and several side quests that can be done at any time during the module (as many as I have time to add). It will be pretty lighthearted, with bits of drama (or melodrama) and bits of comedy, and things that I hope will be fun to watch or participate in. Areas should have a high density of content. No running around large areas where there's nothing to do or see.

Design choices include no voice acting, and no "cinematic-style" dialogue, because that's how I prefer it. As readers of my blog know, I take umbrage at the trend toward more and more non-interactive cinematic content in what is supposed to be an interactive medium, to make games more like movies. If I use any cutscenes at all, it will only be to direct attention to something important, and only briefly.

My larger dialogue box will be included, and optional. It will be in campaign form, since it will include several features that I've read require that. It will include the SoZ party gen as well as a selection of recruitable companions, SoZ-style party dialogue, and the SoZ death and rest system, as well as a small overland map for one section. It will also feature the quest indicator system I scripted. This goes along with my emphasis on "game" vs "cinematic experience".

If I include any custom loading screens, they'll be in widescreen format, since widescreen is the current standard -- stores don't sell 4:3 displays anymore, as far as I can tell. On modern widescreen monitors, loading screens are ugly and stretched out when they're designed for the 4:3 aspect ratio. I calculate that the correct loading screen dimensions should be 1600 x 600 for a 16:9 display, accounting for the borders, as opposed to the 1200 x 600 for 4:3, if I go with the same vertical dimension, though if I make any at all, I really should make them 1920 x 720 so that they wouldn't need to be blown up at full HD resolutions. Scaling down looks better than scaling up.

I have the main quest and several side quests and NPCs written out in an outline and ready to go now. Since it's the beginning of the month, that makes a convenient way to gauge the time. I'll aim for a release at the beginning of July. I'll make updates on my progress in this thread every day or two.

It should be known that I'm not giving my module the same title as the pen & paper module that serves as its basis ("The Sea Witch"), because I found much in the P&P module to be in need of revision. First of all, the names were bland. Secondly, it was sorely lacking in detail, so I needed to flesh it out anyway. I thought some of the plot needed work, too, mainly in the logistics of the situation. The basics are the same, but there will be some major additions. Don't read the original module if you don't want spoilers regarding the main plot, since that much is the same.

In fact, it was part of the discussion surrounding the creation of the Neverwinter Nexus that partially inspired my choice of module. During the discussion of which tags and categories should be available for modules on the Nexus, "Undersea Adventure" was voted as unnecessary, since there was only one module meeting that criterion across both NWN1 and NWN2. I thought it was a shame that I couldn't find any NWN2 undersea adventures, especially considering Robinson Workshop's excellent Underwater Placeables. When I also found RWS' swimming system, I decided I wanted to create an adventure with an undersea section.

I searched the prefab area on the Vault and Nexus for an appropriate starting town. It needed to have a good dock, since that's the launching point for this module. I also had a specific town size in mind. The original P&P called for a small fishing village, but it also involved some rich merchants in the shipping industry. I liked the merchant angle, so I opted for a larger city, which would also allow me to provide decent suppliers for the player and some quests around town to earn some money.

On the short list of candidates was Grumpy Strumpet Prefabs - City Docks, Outer Harbor Clandestine, Port Town, and Old City. Each had their pros and cons. The best overall was TGS' City Docks. The city was beautifully detailed, and full of nooks and crannies that I could fill with quests. The only reason I didn't use it is that I found it to be a little too heavy duty for my computer to play at a smooth frame rate.

My second choice was Port Town. What I liked about that prefab was mainly the docks themselves, which had numerous long piers with good detail. The town itself, however, was not to my taste, and it was very cluttered. Old City was appealing mainly due to its use of elevation, rather than being a flat city. It would have been a fine choice for a module, but not this one, because the city looked a bit too rich for my purposes. Outer Harbor had some good ideas, and also had some interesting elevation, but the town was a bit too cramped, and built much too close to the water without sufficient safeguards against flooding. In the end, I decided that even though it's likely to be rather recognisable, I'm going with a beautiful prefab by Sébastien, though I need to make a lot of alterations to fit my purposes.

I spent most of the day learning how to use prefabs and how to use TerraCoppa to merge two areas together, since the dock area in this prefab was split up into two areas, right in the middle of the wharf. Most of the time involved troubleshooting, figuring things out, and waiting for the toolset to reload after numerous crashes.

After I got the whole dock area merged smoothly, I fixed up all the seams, found many floating placeables to correct, and extended the ocean to build a lighthouse rock off in the distance. I changed the atmospherics to taste and added some sky rings, and set about naming the map notes and readable signs. I'll be doing some more customising to the place later, changing buildings and such, and deciding which ones I want to use as shops and inns for this module.

For this module I'll need at least 5 locations -- the city, the lighthouse exterior, the lighthouse interior, the underwater area, and some caves. I'll also need a number of interiors in the city, and I'll need to create an overland map. Adam Miller has a classic style lighthouse in Dark Waters, but I couldn't find any permission notice on that work, so I'll just use one of the RWS towers instead. It's important that I get this done quickly, so I can't leave anything waiting on anything.

But before I get into too much fine detail, I'll focus on roughing out the main quest and putting the key NPCs in place. I'm going to try out Kamal's advice on speed building, since it closely matches my own philosophy, and seems like a solid plan.

NPC conversations
One of the things I consider important to liven up a place full of NPCs is to have them talk -- Speaking "barks" when walking around, or when the player tries to talk to them, or having little conversations between each other.

The first instance can be simple ambient chatter that adds to the atmosphere, like "Oh, that bread smells delicious!", or can be used to call a player's attention to something that can be explored.

The second instance I often see used to give a player information, like "I hear strange things are happening in the old Lodge," such as to direct them toward quests. They can also be used to show a progression in the world by acknowledging the player's actions, or other recent events, by updating their lines after things happen.

The conversations between NPCs can serve the same purpose, but in greater detail than a one-liner can, but I think I'll be using them more to just provide extra flavour and humour.

I found an example of how to accomplish NPC conversations in Kaldor Silverwand's Sample Campaign. The campaign doesn't feature documentation, but it's a valuable resource as an example of many useful systems. It took me several hours to figure out which elements were necessary, and how to adapt them for my own NPCs. I had a lot of trouble getting the conversation to fire at all. Eventually I discovered that I needed to have the NPCs set to "can talk to non-player-owned creatures".

The second problem was that when I did get them talking, they spoke the entire conversation at once. I couldn't understand that, since the sample conversation had no delays set anywhere, but it had several seconds between lines, as it should. Eventually, I found the one difference between my conversation and the sample was that mine was set to "NWN-style conversation", and the sample was not. After removing that setting, the conversation proceeded at a normal pace. Good. Now I can make a generic blueprint trigger with an attached script to handle these things more conveniently. I'll probably edit the script to use local variables to select the NPCs I want to speak instead of having it specified in the script itself, so I won't need a new script for each conversation.

I also learned that you can prevent players from aborting a conversation with the escape key or moving around during a conversation (which can mess up some kinds of encounters) by ticking the "multiplayer cutscene" box on the conversation, even though it's not a cutscene. That'll eliminate any disadvantage to using the NWN1-style dialogue box as opposed to the cutscene style I dislike so much.

Modifié par Tchos, 06 juin 2012 - 01:25 .


#2
kamal_

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It will be interesting to see someone take advantage of swimming. I've only seen it briefly, and it wasn't technically necessary for the module it was in.

If you need prefabs, check out my Path of Evil prefabs. There are numerous interiors and caves that you might be able to use. Using even a single one will save time over making an area..

#3
Dann-J

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I don't mind the judicious use of cinematic conversations - provided not every Tom, Dick or Harriet has one. I prefer NWN1-style conversations for most NPCs (especially merchants), but I find having party members use cinematic-style conversations adds that extra bit of intimacy.

#4
Tchos

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@Kamal: A good suggestion. With 107 areas, I'm sure I'll be able to use something in there. I also took a look at your random encounter areas, and found one that I can use for one of my side quests.

@DannJ: I really don't like the cinematic dialogue, for numerous reasons, so none of my modules will use cinematic style dialogue if there's any way to avoid it. In this one, of course, there's not even any question, since I'm using SoZ party chat, which is non-cinematic by necessity.

#5
Dann-J

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What would the game be without the occasional random cinematic camera angle that has you talking to the back of a different companion's head, while the actual conversation owner gesticulates right through their body?

Your module's spontaneous wackiness quotient (SWQ) will surely suffer as a result. Posted Image

#6
PJ156

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This all souds good indeed Tchos, when you say finished by July. Which July do you mean?

PJ

#7
Morbane

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Surely it is the July that comes after June and before August 8P

#8
Guest_Iveforgotmypassword_*

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Sounds interesting good luck doing it all in a month !

One thing with cutscenes is that they are 100% guaranteed to run to the end of the conversation no matter where companions or NPC's have finished up at when the dialog starts. Tell your companion to wait in a cupboard in the scary dungeon and you'll still get a reply from him in a cutscene but using the NWN1 style boxes the conversation will stop which could cause problems. I don't know if the SoZ settings alter distance restrictions or not.

Personally if a conversation could be a game breaker if it stops I'll use a cutscene, give the npc the conversation and set the speak trigger to always then destroy it on the last node just to be sure. But I Iike cutscenes and prefer using them for all companion and quest stuff anyway.

Happy building !

#9
Lugaid of the Red Stripes

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Personally, I like to use the cutscene convos with a bunch of static cameras laid out. It allows you to show the player the game world from a different perspective, and to show them things they might not otherwise notice. It's really the only way to show the world to the player as the characters see it.

Even without the static cameras, it's easy to go through and set the user-defined cameras to something decent and relevant, so you don't have to worry about those odd random camera angles.

#10
Tchos

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@PJ: As the others have surmised, it is indeed this coming July that I'm talking about. It wouldn't be much of a speed building project if I meant July of 2013! :D I've done a module before in the Dragon Age toolset, which is very similar to this one, so I thought with that experience, giving myself an extra week would be enough to offset the larger amount of content I want to include. I expect it'll be a challenge, but that's why I waited until I had what I expect to be an uninterrupted block of time. Besides, there are other modules I want to make after this one, and I have to finish one before starting on another.

@Tsongo (that is you, right?): My conversations are SoZ-based, and I'm building them so that companion interjections work the same way as skill-, class-, or attribute-based dialogue options. They'll always be optional, and won't break a conversation if the companion is not present. I just recommend always keeping your party together when starting a conversation so that you get the greatest number of dialogue options. I will see if I can find a setting to increase the distance, though. I don't see any reason to keep it low. And maybe that would also make it so that the PC doesn't run around to the employees-only side of the bar to talk to the bartender.

@Lugaid: Actually, I have plans in mind to show the world from the PC perspective using descriptive text rather than camera angles.  I'm writing about that in more detail in the day's report.

Modifié par Tchos, 06 juin 2012 - 06:36 .


#11
Alupinu

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The Sea Witch huh? Sounds cool. I like the idea of undersea adventure certainly don’t have enough of those type mods.

You think you’re going to have it done by July? Well if you use all prefabs I guess it’s possible. But will it be HofF quality? I guess will see. I thought I was going to have my project done over a year ago and well that turned out to be a bit of an exaggeration. LOL

Sounds like you’re off to a good start, I’ll be watching as this project progresses. Don’t forget to post an occasional screen shot, I’m particularly interested on how your undersea areas turn out.

Good luck!

#12
Alupinu

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As for conv types, the rule I use is do nwn1 style for conv that will be used multiple times like store merchants and nwn2 for one time or one shot conv.

Learn the use of static cameras. Done properly you can avoid getting the back of npc’s head and such. Also static cameras are kind of fun in my opinion makes me feel like a Hollywood director. A well place camera angle can really help set the mood for an area or quest.

#13
Guest_Iveforgotmypassword_*

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Yes indeed it is me.. I've never used the SoZ party conversations so the settings might be different, if you find a distance setting during your toolset wanderings I will be very interested but don't let searching interrupt your storytelling as that would be a crime.

I can however solve the running around the bar issue, there are 4 bar piece placeables set one of the smaller ones to "usable" with "dynamic collisions" then in the space that people use to get behind the bar use the walkmesh cutter ( in the triggers section ) to make the whole space unwalkable. When you bake everything the area behind the bar will still be walkable allowing staff to serve drinks and if you want to kill them because of watered down beer all you have to do is smash the bar to get at them. Any click on the staff behind the bar will fire the conversation even from across the room providing it's not too big.

#14
PJ156

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I think it depends on the length of the mod you plan but some would consider July 2013 as speed building.

I take six week to create an hour of mod. But that is me and I wish you all the best for your project. I look forward to the results.

PJ

#15
Tchos

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@Tsongo: Thanks, Tsongo. :) I'll try out the bar trick if the conversation distance setting doesn't do it automatically in the campaign settings.

@PJ: Heh, well, you have my full permission to say "I told you so" at the end of it, if things don't go according to plan. :)

Here's today's report.

More explanation of my overall design philosophy, and other design decisions:
  • DM text. Plenty of descriptions, both upon entering new areas, and on signs describing a place you're about to enter. NPCs and objects should also be described. I believe that text has a unique ability to bring an area to life in ways that a strictly audiovisual presentation does not. It also does a far better job of setting a mood or calling attention to important details than a camera shot does, and most importantly, it does not take control away from the player.
  • Lighting is for the player. The player will always be able to see. I'm not going for immersion, but good gameplay, and since I have no gameplay plans that involve the player being unable to see, there will always be sufficient lighting, whether or not it's realistic for it to be there.
  • Quest rewards are shown in advance. As a player, I like to know what I'm getting into, and what I'll get out of it. In this module, when someone offers a quest, you'll get to see exactly what the reward will be, in a DM-text kind of note in the conversation that should be understood not to be spoken by the NPC. Yet more weight on the scale of game vs. immersion.
  • No need to click twice on a door to go through it. When I click on a door that transitions to another area, I don't like having to watch a little animation of the door opening, just to reveal nothing behind it but a black rectangle, which I have to click on again to get to my destination. Why show the door opening if there's nothing behind it? Click on the door once, and it'll take you there immediately, without playing an opening animation. It took me several hours today to figure out how to make that happen.
Also, as I mentioned I would be doing, I'm using folder mode and a revisioning system to automatically keep backups of the last 10 versions of each file, stored both on my hard drive and in Dropbox.

As mentioned above, the door transition code is what occupied much of my time today. I could have handled it with a conversation attached to the door as PJ suggested in the Creating Campaigns thread, but I wanted the cursor to be the door cursor and not the speak cursor, and delaying the transition with a dialogue box is the opposite of what I wanted to achieve. I found the code I needed in a couple of scripts in the Community Scripting Library, and I took just the parts I needed from each, and made a new script to put in the On Open event.

The other thing I spent a lot of time on today was writing conversations and quests, so that was already breaking one of Kamal's speed-building suggestions. I'm re-reading his post on the subject, and I'll switch to those broader strokes tomorrow.

Now, my normal writing style is very verbose, but for NPC conversations, my philosophy is that each line should be for the purpose of useful explanation or entertainment, and no detail just for the sake of detail. I want these quests to be entertaining, and not something you get bored of and just click through to get past the text and on to the fighting.

I'll do my best to have each shop, temple, or inn have some kind of involvement in a quest, if time permits.

I'm writing a lot of the conversations in Flamewind's Conversation Editor, which is conveniently lightweight, and doesn't need the toolset to be open, and has an option to test run through the conversations, clicking on the options as if you were in the game. The limitations are that it doesn't seem to support text formatting or paragraphs, it doesn't have the template list for things like [sir/madam], [race], etc., and of course you can't assign conditionals with it. It's also hardcoded with a tiny font that is extremely difficult to read on my main display, which would make it easy to miss a typo. In the toolset, I have the font set to an easily readable size. It's more useful for writing conversations on my netbook while I'm away.

I also set up the campaign using the instructions here. I searched for an hour or so looking for documentation on what each of the options does, but could only find individual explanations for some of them in forum posts. There was no campaign information in the official toolset help files, or in the Obsidion tutorial PDFs on the Vault, or in the Toolset Notes PDFs. I also looked in Don't Panic, ToolsetCommunityGuide_v4, and Toolset_Manual15. No doubt there was a post explaining it all back on the old defunct Bioware forums. The ones I'm not sure about are:
  • DLGPartySwap
  • GameStateVariableName
  • KeepJournalSynchedToLeader
  • LoaderTipMax
  • NoCharacterChanging
  • OverlandMPLock
  • SuppressRestMessages
  • AutoXPAwarding
  • CompanionXPWeight
The rest are explained elsewhere, or clear enough on their own. I went with 100 for the ConversationDistance based on M Rieder's experience here. I understand there are some other scripts I need to set up somewhere to enable the SoZ death & bleeding system, in addition to setting the PartyMemberDying variable here to "true". Here's how mine is set up.

Posted Image

I also put some horses into a stable, and spent a few hours trying to stop them from rotating to face the player if I clicked on them. The variable that's supposed to prevent that according to the default script (NX2_NO_ORIENT_ON_DIALOG = 1) doesn't work! I also tried removing its conversation default script, setting it to un-bumpable, and setting its walk rate to immobile, but it still rotated itself out of the stable when I clicked on it. That would not do.

Fortunately, I had just finished playing Dann Pigdon's Shaar Moan a few days ago, and I recalled some horses in there that didn't turn to face me, so I looked to see how he did it. He used a custom On Spawn script for it, including the line "SetOrientOnDialog(OBJECT_SELF, 0);" (which is also supposed to get executed with the default script if you add that variable above, and I don't know why it doesn't). So I did basically the same thing, except I left the default On Spawn script in place, and added the necessary code to a separate script that fired with the SpawnScript variable attached to the horse. No more turning horse.

I also want to have that little sun/moon clock to appear above in the player menu.

And it would be so nice if this forum had the courtesy of a post preview.

Modifié par Tchos, 06 juin 2012 - 10:31 .


#16
Dann-J

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Sun/moon clock scripts (if you haven't found them already):

http://nwvault.ign.c...s.Detail&id=393

#17
Omega27

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Alupinu wrote...

The Sea Witch huh? Sounds cool. I like the idea of undersea adventure certainly don’t have enough of those type mods.

You think you’re going to have it done by July? Well if you use all prefabs I guess it’s possible. But will it be HofF quality? I guess will see. I thought I was going to have my project done over a year ago and well that turned out to be a bit of an exaggeration. LOL

Sounds like you’re off to a good start, I’ll be watching as this project progresses. Don’t forget to post an occasional screen shot, I’m particularly interested on how your undersea areas turn out.

Good luck!


I must agree wit Alupinu, the undersea adventure is rare. I've been working on constructing an underwater vilage and more. If you find a way to script even an item to get characters to swim  id be happy :)

#18
kamal_

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Omega27 wrote...
 If you find a way to script even an item to get characters to swim  id be happy :)

Prepare to be very, very happy. :D nwvault.ign.com/View.php

#19
Dann-J

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kamal_ wrote...

Omega27 wrote...
 If you find a way to script even an item to get characters to swim  id be happy :)

Prepare to be very, very happy. :D nwvault.ign.com/View.php


Some assembly required (B.Y.O. scripts).

#20
Tchos

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Thanks, Dann! When created as a new module, there was nothing in the module's OnPCLoaded slot, so I'm adding the SoZ module event scripts to those slots, inserting code where necessary, and the clock shows up now. :) I noticed that Pain's CSL also includes module event scripts, but they add a lot of things that I'm not sure what they're for, so I'm going with these unless I learn of something better.

And lest it seem like I'm ignoring Alupinu, he also posted those comments in my Nexus thread, and I responded there.

I thought the swimming resource included a demo module, but I see it doesn't. So I need to find out how to change the player's appearance line through a script.

#21
Dorateen

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Hey, I've been looking forward to hearing about this project! It sounds fantastic, and really captures the spirit of Pen and Paper.

Best of luck with your progress, it seems like you have a handle on all the systems that will be in place.

Onde thing I did not see mentioned much, if you wish to share, how would you classify combat? Being a party-based adventure, will there be mostly encounters with similar sized groups; will there be boss-type creatures for the charatcers to gather around and beat up on; or a balance of both?

Harumph!

#22
nicethugbert

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NEAT!

#23
Tchos

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Today I spent many hours trying to get the clock and resting system to work properly. Despite following Dann Pigdon's instructions to the letter with the scripts, the clock, though it showed up, did not update the time, and was perpetually stuck on the starting hour, and always showing the sun. Many frustrating hours later, it occured to me to try disabling my overrides. It turned out it was Kaedrin's PrC pack that was overriding my module event scripts such as k_mod_start and k_mod_hb. I suppose to keep the Kaedrin compatibility and still be able to add the code I need, I should use differently-named module event scripts which end by invoking the same scripts that Kaedrin's versions invoke.

The MotB-style resting system finally works, but many of the wandering monster encounter types don't show up. "Beetles", "DangerousForestAnimals", and "NormalDrow" work (though the drow that spawn are non-hostile), but not any of the others I tried. It seems that the trouble is that the other types are calling for creatures that were created specifically in the MotB module. So, I just need to import those creatures, or change the 2da to always use standard creatures, and the other encounters should start working.

On a related subject, I found what "SuppressRestMessages" does in the campaign settings. It's for if you're using this MotB-style resting system. Turning the option on eliminates the "canceled rest" message that results from bypassing the original resting system with this alternative system.

I ended up making some significant changes to the starting town. I reshaped the dock area, swapped, moved, or removed certain buildings, and changed most of the open torches to enclosed lamps. The latter might improve performance, with the fewer flame effects. The terrain shaping and texturing was pretty much the same as in the Dragon Age: Origins toolset, so the learning curve was a gentle slope. I did notice that this toolset tends to crash when I'm erasing grass. Usually on the second or third click.

That's probably more detail than I need to be putting in the starting town. I'll have the opportunity to craft an area from scratch on the lighthouse island, and the underwater areas will need that kind of attention, too.

So, about the types of fights, as you asked about, Dorateen -- as mentioned above, there will be a chance of wandering monster encounters when resting in unsafe areas. (Resting will be allowed everywhere except on the city streets. Inns will offer resting for a fee.) I've designed this module around several specific boss fights (four of them for the main plot, and at least one optional one). While approaching the bosses, there will be small groups of lesser challenge to a good group, though I'd like to find a point where an appropriately-leveled and balanced group should have a chance of dying to one of those groups, and be in serious danger if more than one group attacks them at once, at the higher difficulty modes. In my playtesting of the fights, I'll be playing on the two highest difficulty modes.

The bosses all have their own little backstories and personalities, and favoured methods of attack. I'm trying to make their fights more interesting than standard fights.

Another design decision is to allow attacking non-hostile creatures. In Baldur's Gate, you could do this. The default action on a non-hostile creature is to talk to it, but in BG you could always click the "attack" command and fight them anyway. This allows you to, for instance, use your rogue effectively to open the fight with a stealth backstab. At some point, this option started disappearing from games, and turning every enemy encounter into an ambush, regardless of whether you've scouted ahead and know full well what's waiting for you. Instead of being able to make a preemptive attack, you're forced to have a chat with the villain as your entire party is teleported into the middle of the room with their stealth broken and protections stripped. Wow, thanks!

So now, with this campaign switch set, I can remedy that kind of situation. There will be no time that you're forced to speak to a known enemy. The default action is still to talk, but just like in Baldur's Gate, you can manually select the option to attack. If you miss out on some dialogue, so be it. If there's some information that you need to learn from the enemy, I will make it so that you can find that information some other way, after having killed it. Backstab away! I don't think I have any characters that are holding quest items, but if I do, I'll make sure you can solve the quest by picking the pocket of that NPC, and completing the quest without fighting, and award a proportional amount of XP for the sneaky method, because the use of character skills should be rewarded as much as fighting.

Some players may use this ability to attack the neutral citizens in town, and/or important questgivers. Again, so be it! They will have that freedom, and the consequence of that choice will be that they probably won't be able to finish the game, and the whole town will be after them.

The rest of my time was spent laying out NPCs in the testing area and starting to give them placeholder conversations to get the main quest running. I notice a very heavy emphasis on humans in the stock NPC collection. I'll import the elf, half-elf, and halfling heads I was working on earlier and make some NPCs with those. Not much to show in terms of screenshots yet, aside from things like this. I'll post more screenshots in later reports, when they have something interesting to show.

Posted Image

#24
kamal_

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You don't need to import the halfling heads. You can just scale up halflings and use them as human. It works just fine. I noticed it first because storyteller01 did it with his packs. You want to remember to set their race to actually be human though, for magic/ranger favored enemy purposes.

All your systems things should get added to the test area as well, so you can work that stuff out there. Especially since systems like the night/day or whatever generally need lots of testing. At least mine do :-)

#25
Tchos

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In this case it would be the other way around, because I want more halflings, elves, and gnomes in my module, not more humans. But I like the halfling heads I have here, so I won't need to use scaling.

I'm definitely adding in all the systems to the testing area (I called it Questland). For day/night, do you mean the atmospherics and lighting? I already set up and tested that in the main town area. Maybe you're talking about NPC schedules, though. I'll put that in the testing area, yes. Everything will go in there for fast testing, like you outlined in your speed building guide. :)