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(Released) Gold and Ebony - Temple of Time


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#1
seraphimsage

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Gold and Ebony - Temple of Time:

In the spirit of fear mongering, I made a short(15min to 45 mins) puzzle game module for Neverwinter Nights 2 for this upcoming Halloween Holiday and the 2012 calendar year.

300x200http://farm9.staticflickr.com/8472/8123984943_9713290794.jpg[/img]

Thanks again to 'GFallen' and 'bealzebub' for their help in the Beta Testing.

You can find the module on Neverwinter Nexus at:
http://neverwinter.n...ds.com/mods/230

Modifié par seraphimsage, 28 octobre 2012 - 07:16 .


#2
GFallen01

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It looked quite polished to me. A few things (spoilers):

The temple grounds were lit, however I could still hardly see where I was going (so I ended up clicking the temple). The door to the temple didn't seem locked before solving the riddle. I ran from the golem so didn't know how hard he hit - I had a warlock so hitting the gongs with an eldritch blast didn't work initially, only afterwards I found out I had to "use" them. The game at the crossroad, after cheating I could undo the polymorph, which I suppose is as intended. I didn't fully understand the "move" system, however I still managed to solve the game. Also, there was quite a bit of backtrack at the temple end. I think it took me less than 30 min to finish the module.

Modifié par GFallen01, 26 octobre 2012 - 10:42 .


#3
seraphimsage

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Thanks for the overview, GFallen. I'll make those adjustments, clarifications, and also adjust the time interval. Thanks again.

Modifié par seraphimsage, 27 octobre 2012 - 12:47 .


#4
bealzebub

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downloading now. I'll let you know.

#5
seraphimsage

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Thanks, bealzebub. Let me know how it goes.

#6
seraphimsage

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[New Updates]

-Changes to temple grounds to make slope more apparent by adding several lights.

-Addition of Game Guide Plaque for the Crossroad Game to detail the game.

-Added extra conditions to allow casters to cast at the bells as well as touching them, also a further condition for attacking though NWN2 doesn't allow bashing by default on those type of objects, but added it nonetheless.

#7
bealzebub

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I liked it.
It took me about 25 min to get through. Quick and easy.
The only puzzle I didn't figure out was the lamp thing at the temple entrance. I just used the door.
Everything seemed well polished and it had interesting new uses of the toolset.
Good job.

#8
seraphimsage

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I'm glad you enjoyed it, bealzebub. I've been interested for the past year to try new approaches to the toolset, and I'm pleased when those endeavors are appreciated. As always, anyone is open to use and/or explore these ideas further.

I'll wait a little longer for further concerns and then release the module Sunday night onto the Neverwinter Nexus as well as the Neverwinter Vault. Until then.

Thanks again.

Modifié par seraphimsage, 27 octobre 2012 - 03:23 .


#9
seraphimsage

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Thanks again to everyone who participated in the Beta Testing. I've just released the module onto Neverwinter Nexus and working on a release to the Neverwinter Vault:

Gold and Ebony - Temple of Time
http://neverwinter.n...ds.com/mods/230

Modifié par seraphimsage, 28 octobre 2012 - 07:17 .


#10
Tchos

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I played it, and I'm glad for seasonal and current-events-themed modules, regardless of their length.  The answers to the puzzles were pretty obvious, except in the case of the Underworld Pachisi game, but I look at this more as a kind of concept module, and a demonstration of unique mechanics.  I particularly liked the puzzle with the abacus-like number sliders and the deathtrap beyond them.  That area, with its winding tunnel beyond it, is the kind of puzzle/trap dungeon I would like to see in more modules.

The on/off brazier puzzle was quickly solvable, but I note that the braziers are called "Special Lamp", but the description ironically states, "There is nothing special about this object."

I really didn't understand the rules for Underworld Pachisi (why my character stopped on the pit sometimes, and not other times), but through trial and error I reached the goal anyway.

This is the only module I've yet seen that actually warranted its abrupt ending from a story perspective.

#11
Dann-J

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The module was certainly fun, although the amount of experience earned seemed out of proportion to the simplicity of the puzzles.

After playing Underworld Pachisi for a while, I started thinking it was rigged so that I always stopped on a pit. I'm guessing it was just bad luck. After about half a dozen tries I eventually got to the end - although I'm sure I ran out of moves before the very last one.

Highlighting the gong made the golem encounter less of a puzzle and more of a race. I'd have done something cruel, like having most gongs do nothing, one damage the golem, and one slow the player (without highlighting any of them). Golem russian roulette!

I expected something tough for the final area though. A conversation option to export your character before ending would have been useful as well.

And I never did get back to the docks at the start. That poor fisherman's probably still waiting. Can someone do me a favour, and mention to him that I'm not coming back the next time they play the module? Thanks...

#12
seraphimsage

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 Tchos, thanks for playing and also for pointing out that witty oxymoron with the lamps. I admit it was not intentional, but I'll take credit anyway.

DannJ, I'm glad you enjoyed it, and thanks for pointing out those issues, as well as those quirks. I'll think over what you said about the golem and see if I can make my next boss battles a bit more treacherous. Thanks.

Modifié par seraphimsage, 03 novembre 2012 - 11:54 .


#13
seraphimsage

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Taking into account some qualms with the monotony of the last area, here is a sneak peek at a new puzzle for that area to be included, among some smaller changes, in the last official update of this mod

Rotate Staircase Puzzle: (Potential Spoiler)

300x200http://farm9.staticflickr.com/8209/8251879582_6940d4e778.jpg[/img]



This is based off a placeable/creature rotation script I made almost a year back:
http://social.biowar...4/index/9620680

I will release this update at the end of the week, exactly two weeks before the upcoming Mayan calender date. Until then.

Modifié par seraphimsage, 07 décembre 2012 - 05:01 .


#14
seraphimsage

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Version 003 is live.

NW Vault:
http://nwvault.ign.c...h.Detail&id=517

Neverwinter Nexus:
http://neverwinter.n...ds.com/mods/230

Have fun.

Modifié par seraphimsage, 07 décembre 2012 - 05:48 .