few new developments.
The Highland Wilderness World Map
One of the great things about NWN2 is all of the different game play options you have as a builder, and using some sort of fast travel system was always in my design for Jabberwocky. I finally settled on using the world map travel system but didn't want to limit the player to using it at only specific locations so a different solution to the traditional system was needed.
In Jabberwocky, the player will receive a map item in their inventory that they can use at any time. Doing so will bring up the world map UI and allow fast travel from most locations. There are a few exceptions of course. Players can't use the map item while in combat, and in certain dungeons, and they can't use map while on the overland map. Many of these restrictions are for bug squashing and for plot reasons, but overall the system itself is pretty freeing for the player. Once a location is discovered on the overland map, the player can select it on the world map UI.
Making Islands Fly
Jabberwocky has always been a non-traditional module design and I wanted to do something odd for one of the final areas. Exploiting a toolset quirk and some community tools allows me to create an area that doesn't follow the same rules of traditional area design.
Using the Terra Coppa tool I was able to select sections of an area and raise them individually to different heights. This has the unique affect of slicing the terrain into separate terraces and it keeps the walkmeshs intact right to the edge of the slice. Raising the sections high enough (we're talking over 200) you end up with floating
sections of terrain that cannot see the ground underneath. This gives the illusion of a floating island in a void, which is the feel I'm going for in this area.
The tricky bits about doing this sort of design is using water feature and understanding that once a terrain level goes above 100 in height you can't use the flatten tool. Water for one of the floating islands needed to be painted separately at the normal ground level and then raised separately with the Terra Coppa plugin. After the terrain was lifted you can mold it quite well with the raise/lower/smooth/noise tools.
One of the major challenges with floating islands is the bottom of the island. To accomplish the right affect, custom placeables are required. Using the MDB Cloner and MDB Tool, I flipped the standard tintable cliff face rocks and created an upside-down version to use as the bottom side of each island. The result is a look like each island was ripped out of the ground and now floats in a void. Using RWS Cliffs and other stock placeables completes the illusion.
I've been using the City Hak for quite some time and use it extensively throughout Jabberwocky, but for this area, the sidewalk and brick placeables that come with that pack are crucial to giving a surreal illusion of floating pathways and roads that have been ripped out of their foundations.
The last piece of the puzzle was answering how the player would move around in such a non-traditional area. I wanted the area to have distinct islands that the player would visit, and flying would prove very difficult in an area with an already overly complex walkmesh. In the end, I've settled on using Kamal's Jumping System that will be customized to allow for a catastrophic fall into the void if the player fails a roll. This design keeps things simple and allows the player to play through the area and not fight with the walkmesh.
Jabberwocky as a module is quite huge and has many systems that have proved more complex then originally expected, but development continues.
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You can see the full Jabberwocky Album here.
Modifié par MokahTGS, 27 janvier 2013 - 04:30 .





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