Aller au contenu

Photo

Making the Overland Map more interesting


  • Veuillez vous connecter pour répondre
35 réponses à ce sujet

#26
rjshae

rjshae
  • Members
  • 4 485 messages

Lugaid of the Red Stripes wrote...

For tracking, you could have a heartbeat that drops a waypoint at the player's location, with either a tag that increments like regular waypoints, or a local variable that marks the time. Then, for the monsters, when they can't perceive the player, you can script them to move towards the nearest track waypoint, and then towards a younger waypoint once they've reached the first one.


That would certainly be an interesting way to make the wandering monster's behavior appear a little more 'intelligent'. But perhaps it should only happen with certain types of monsters, and they should need to make a track/scent check at each waypoint?

#27
Dann-J

Dann-J
  • Members
  • 3 161 messages
Tracks could fade at a different rate depending on how high your survival skill was,or the sort of terrain you've crossed (fade slower on beaches, faster in mountains). At really high survival levels you could barely leave a trail at all.

Instead of scripting the monsters to react to track waypoints, the waypoint (or ipoint) itself could do a search every HB, and determine whether monsters within it's search radius pass a DC check and notice the trail. The find DC could be related to the maker's survival skill, and/or the terrain it was made on. Perhaps you could work hide or move silently into the calculation as well.

It's all too easy to get bogged down in the details of creating new module features - and often, those features are such a minor part of the finished product that they hardly get noticed. It's no wonder projected completion dates zoom by repeatedly.

#28
kamal_

kamal_
  • Members
  • 5 240 messages

DannJ wrote...

It's all too easy to get bogged down in the details of creating new module features - and often, those features are such a minor part of the finished product that they hardly get noticed. It's no wonder projected completion dates zoom by repeatedly.

That's why you release systems. :) If you code up an OM system that does these things, people would use it if they wanted an OM.

#29
Lugaid of the Red Stripes

Lugaid of the Red Stripes
  • Members
  • 955 messages
People make these things because its fun to tinker around with scripts. Play around with the idea enough and you get a working system with some interesting emergent gameplay.

For example, monsters could track not just the player's party, but also caravans and other monsters. You could even make a 'bait' item that used the same script to attract or decoy wandering monsters. Do the terrain right, and players might take interesting detours trying to shake monsters from their trail. Make the tracks visible to the player, and now players can follow monsters back to secret layers and track down bounties hiding in caves and woods. You could even use the tracks to coordinate movements of whole armies or trade caravans following behind the player, or other NPCs.

#30
kamal_

kamal_
  • Members
  • 5 240 messages
Found it, Indiana Jones style overland travel with trailing footprints.
nwvault.ign.com/View.php

#31
kamal_

kamal_
  • Members
  • 5 240 messages

DannJ wrote...
The description of SetCustomHeartbeat suggests it works on placeables as well as creatures,

just a note for future reference. SetCustomHeartbeat does not work as part of the heartbeat of a trigger. You can put it on an ipoint and have the hb script refer to the desired trigger.

#32
Dann-J

Dann-J
  • Members
  • 3 161 messages

kamal_ wrote...

Found it, Indiana Jones style overland travel with trailing footprints.
nwvault.ign.com/View.php


My own script lays down simple dark-brown dots on the landscape as temporary location-based effects. I've offset then either side of the player alternately to look a bit more like foot or hoof prints (I'm using RWS mounts on my OLM). The x0_i0_position include contains some very useful functions for manipulating locations.

#33
kamal_

kamal_
  • Members
  • 5 240 messages
I can't find the thread on the hidden resources in the game such as the few models that were missing blueprints, but this is an OM missing thing: If you remember, the quest to gather things for the Sensate can't be totally completed because some unique resources were cut from release. These cut resources were herbs, alchemical silver, and silk. (they're mentioned in the script kinc_trade_constants). It's not clear where they would have been acquired, I would guess in Samarach though, as I can't see silk being a Sword Coast product.

Ingots, lumber, and leather are also mentioned in a section along with ore, skins, and timber in a section covering the stardard market items for the UI. It's possible there was a plan to add refining the raw resources.

Modifié par kamal_, 19 avril 2013 - 10:35 .


#34
I_Raps

I_Raps
  • Members
  • 1 262 messages
But you can complete that quest, though. The missing resources aren't necessary. You give him three and get a reward, then three more and get a reward, then two more - and you get the final reward, a Sensate Stone, and he announces his work here is complete and leaves.

#35
kamal_

kamal_
  • Members
  • 5 240 messages
Ah, I thought you couldn't complete that because you couldn't collect the nine he requests.

#36
Dann-J

Dann-J
  • Members
  • 3 161 messages
The Sensate's quest seems to have been fixed by patch 1.23. Although it was still possible to complete it back when he wanted all nine by initially siding with the scaly swamp brothers, buying their special brew, then double-crossing them and buying the other type of brew afterwards.