However I myself am now working on a seperate module series while my colleague finishes the final touches for CMA. The seperate module series is set in a new universe and is going to have four parts. There will be the prologue and then Chapter I, II and III afterwards. The prologue has a set protagonist (unlike the three parts afterwards which are for a custom character who can be imported into the next chapters with equipment, EXP and consequences carrying over) who is female.
Now I have no idea what the demographics of the NWN community is. I have no idea what statistics like (or don't care) playing as a female. I don't want the first adventure in this series to turn people off because they don't enjoy playing as a female because they can't identify with the character. This is also the first character players will play as in the series and a rather major character afterwards. For the reason above about the NWN community, I'm almost considering making the character in the prologue a custom character whose gender and name can be chosen but this wouldn't do well with the story I have in mind.
Maybe I'm wrong but I wanted to check up with the community before I make any choices. This new series is intended to be based upon what the community wants and what the community is starved of (based on what I've seen).
Now that that's out of the way. I'd like to introduce the new module series with the prologue module:
Celeritas Eos - Equilibrium of The Night!
A new survival horror RPG.
Features:
- Undead that eat people and can transform some people into zombies.
- Low fantasy world with guns and swords.
- Dark horror survival RPG set in a new mature universe (so there's nudity, sex, grotesque monsters and towns filled with all sorts of detestable people doing horrible things).
- Wound system where the character takes injuries from battle and can be crippled.
- Reputation system where NPC's act according to what you are known as. Be hated by people and become known as a prostitute, murderer, cheat and coward or be praised by people and become known as a heroic knight, vampire slayer, pious knight and one who is righteous.
- A rest system where the player has to rest.
- Food and water system where the player has to feed and drink.
- Permanent death (to be implemented in CMA too so the player has to reload. No more respawning crap).
- 24/7 NPC schedules (possibly).
- A unique lore and back-story to the world.
- Fully customizable companions.
- Limited supplies such as healing potions and bullets.
- Vampires play a major role in the game.
- Expect appearances from vampires like Carmilla (complete with her lesbian sexuality thus staying true to the novel) and a rather notorious vampairic lord...
- Realistic vampire system where vampires have to be stabbed in the heart to die. Players will have to find their coffins to kill them. Vampires will also be damaged by sunlight.
- Dragons existed once until the last dragon was slain by the heroic Dragon Slayer hero who grew up within some peasant village and has rose to kingship due to his deed. Sounds like a typical generic fantasy story and it happened only a few months before Equilibrium of The Night takes place. No dragon slaying for the player! Also it turns out that the Dragon Slaying hero isn't truly heroic and noble as the stories make him out to be for he cares little of the land he rules and rumors tell of him abducting women and making them his sex slaves. However stopping the tyrant (who will have a cameo role) isn't part of the story and can't be done. Not by the prologue hero anyway.
- No epic levels and no high level player characters or companions. This means that players will need to rely on companion help, potions, traps and guns to help them out. I intend for the maximum level to be LV 5 whereas you will have some high level enemies (not to high though as to be impossible) at maximum.
- Equilibrium of The Night follows a preset character but the three adventures afterwards will feature a new custom character who sets out on the same quest as the Equilibrium hero and the following trilogy will encourage the player to import their character to the next adventure for choices made in the previous one to be recognized.
- Open world with everywhere accessible from the start. However Equilibrium of The Night will not have the same scope in size as Crowley's Adventure and certainly won't be a 30 hour adventure. Most likely it will be five hours (or maybe eight). However the smaller size means that choices can be more instant, recognized and play out more. There's a massive castle in the game wherein evil is brewing and the character has set out to bring it to an end.
- Ability to die in dialogue by picking the wrong dialogue choices.
Not fully decided features:
- Sexual relations with characters and prostitutes. This is certainly going to be a feature that the player can perform in the installments after Equilibrium but I'm not sure how to go about it with the set protagonist. Should who the set protagonist likes be up to the player to decide? I intend for the set protagonist's morality and views to be influenced and chosen by the player but some things need to be set (like the character's reason for wanting to put an end to the evil within the castle) so that the character is unique to the later custom character.
- Becoming a prostitute. Well you can rob people and murder people so why not this? I have an idea of making an entire story-line based around this where you get gold and later quests for this. This would also change your reputation to that of a loose woman...sorry, BSN won't allow me to use the correct word ;-)
- Ability to become a vampire. This could be gained by being bitten by a vampire and would change gameplay completely. Alternatively this could lead to the player being hunted down by the townsfolk but the character will have to despise their newly gained curse and this could be incorporated into the story where the secondary goal for the character will be searching for a cure alongside the primary goal of ending the evil within the castle. Not only will this add an ironic twist to the story but the game will become even more of a survival as the player will now need to drink blood, avoid daylight and avoid the town's knights (who can sense vampires) alongside creatures of the night who will still hate the player.
I intend for this project to be "community based" (so to speak) so I'd like for some ideas of what could be implemented into the module. What hasn't a module done before? What type of NEW features does a NWN module desperately need that few (or none) modules have done before?
Modifié par Dragon Studios, 31 juillet 2012 - 11:31 .





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