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2013 March, Adventure Building Challenge


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#1
henesua

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The March Adventure Building Challenge is upon us complete.
Participants have had until Friday March 29th to complete their module.

Entries are now available on the Vault. The Builder's Review has started, and runs to the end of April. Play a module and comment on it in this thread. At the end of the month, polished modules will be announced to the community.

This month's challenge is was to make a module using at least one of the following ADVENTURE SEEDS:
  • Treasure Map - PC comes into possession of a mysterious map said to lead to treasure....
  • Into The Abyss - The planes of the Abyss are said to exist in infinite numbers (Though for those such as myself who cut their teeth on first edition there are a mere 666 of them!), perhaps we could set some ground rules and stitch a number of scenarios together into an epic Abyssal jaunt.
  • The Real Anti-Hero - TSR, and I believe WotC, published an adventure where the players took the roles of the poor goblins that PCs routinely slaughter, I think something like this has some room to become interesting.
Explanation:
In other words your module should contain the conditions stated in the seed. Treasure Map is clear: PC Gets a Treasure Map, Into The Abyss is set somewhere in the Abyss, The Real Anti-Hero puts the player in the role as a monster - although I think making the PC the antagonist in the tale is just fine.

Continuing the Story Arc
For those wishing to bypass the Adventure Seed, they can do so by continuing a story arc begun in a prior month. Example, Snow Hunt was about a bounty hunter and ended with the bounty hunter PC collecting on their bounty back in civilization. Rogueknight333, the creator of Snow Hunt, could resume this story where it left off - or if another builder wants to do it they could talk to Rogueknight333 and ask for approval to continue that story.

GO!

Send completed works on or before the deadline to abc.nwn@gmail.com if you want an Honorable Mention.


GUIDELINES (aka. Modders Code):
  • Modules may be of any play length you like. It is recommended that the adventure require no more than an hour to complete, but like the Pirates say, this is just a guideline.
  • Modules shall be playable in vanilla NWN, meaning that third party add-ons (NWNX, NWShader etc...) are not required to play it.
  • The Module itself shall be the work of the participant, BUT scripts, conversations, blueprints etc... may be from any source. This means that anything contained within the module is NOT restricted. Please do provide credit to the makers of any resources you are using in your Readme.
  • Module Specific Custom Content (AKA the other stuff you submit with your module) is restricted to one of each filetype: HAK, TLK, Character File, Movie, etc... AND to a maximum combined size of 12 MB. Including a README is encouraged as players will at the least need some installation instructions. (Note: It is strongly encouraged that HAK, TLK and Module all share the same name to make things easier for users.)
  • Sponsored Custom Content is NOT restricted. Please see Adventure Building Challenge Resources for a complete list of custom content you may use in addition to the Module Specific Custom Content described above. Keep in mind that you will not be packaging Sponsored Custom Content with your submission. Players of your work will thus need to be directed to download and install the content in order to play your module.
  • Optional Player Content is NOT restricted. You are welcome to encourage players to use enhancements with your module. For example, you could upload custom music to the vault that your module is setup to use. Players that download the music will hear it. Others won't, but otherwise can still play. The same goes for sound affects, overrides etc.... Feel free in your installation instructions (README) to encourage players to download these. As long as the resources are not required to play your module there is no problem with setting up your module to take advantage of them.
  • All Deliverables which includes your Module, and Module Specific Custom Content are to be sent via email in one archive (eg. ZIP, 7Z, RAR). Although not required, including a Readme in the archive is recommended as players may need instructions. (If you are particular about the name you would like your work posted under or any other pertinent details, please let us know when you send it in.) Another nice thing to send are SCREENSHOTS. The challenge vault page can make good use of these to advertise your modules.
  • Entries received after the deadline will probably be accepted, but will not be awarded the coveted COMPLETION PRIZE.


A few other considerations:
  • Builders retain ownership of their submittal. It is important to us that you understand that you retain full rights to your work. When you submit your work to the ABC you are giving us the right to post it under your name as one of the submissions in the month's challenge. If you do not want your work posted by us, but still wish to be recognized as a participant in the challenge, please contact us and we'll work something out.
  • Teamwork is accepted and encouraged.
  • We recognize that the rules still need more clarification. We plan to release a FAQ someday. Until that day comes, if you have questions, post them in the ABC thread and we'll answer as best we can.
  • Please keep this thread to discussion of this month's challenge. Screenshots of works in progress are encouraged.
  • For general discussion about the Adventure Building Challenge, please see the Adventure Building Challenge thread.
  • Technical questions are best posted throughout the forum.
  • A Poll for next month's Adventure Seeds is posted. Please vote.
  • Have any ideas for future polls or challenges? Please submit them to the Adventure Building Challenge thread for consideration.

_________________________________________

SPONSORED CONTENT BROUGHT TO YOU BY:

Modifié par henesua, 31 mars 2013 - 11:41 .


#2
henesua

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Completion Prize Winners:
  • PLUSH HYENA of DOOM
  • jackkel dragon
  • CaveGnome

Honorable Mentions:


_______________________________________________

Declared Participants who know-what-they-are-doing:


Other:
  • Tarot Redhand

Modifié par henesua, 31 mars 2013 - 11:30 .


#3
Tarot Redhand

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Sheesh, is nobody going to declare an intention to build anything? Not declaring and suddenly going Ta-Da is my bag so keep off. What I will say is that I am thinking and maybe just maybe...

TR

#4
Rolo Kipp

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 <mumbling...>

I'll be building something. Most likely...

Author: Rolo Kipp
Campaign: The Pride of Cestus Dei
Title: Episode 11: Into the Green


Status: Planning 
It'll be Treasure Map seed and it'll use my RegMod system. Be a lot bigger than Hordes! ;-)
But that just means more rubbish =)

Note: I'm almost certainly going to be honorable again :-P
<i do not think that word means what you think it means>

Yeah? And...? <just sayin'>

Module Specific content:

  • ABC_IntoGreen.hak
  • RegMod.erf
Sponsored content required:
Recommended optional content:

<...and grumbling>

Modifié par Rolo Kipp, 15 mars 2013 - 08:43 .


#5
jackkel dragon

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I'm in the process of making Legends of the Deep: Episode 1: Precious Metals into something that meets the themes of this month and a little bigger than the original plan. I'm too embarassed to mention how *small* the episode was going to be...

So... I'm trying to get something done this month. If nothing else, the first area is almost playable now.

#6
CaveGnome

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Will try March ABC:

Name: "One-Eyed Wolf Trading Post"

Status: Uploaded...B)  Module is 100% complete (bare-bones Alpha version) as of 30 March.

Plot: A week ago, a letter arrived, informing you of the death of your uncle Sigismund and insisting you attend the funeral. This uncle was an eccentric who earned his living as a fur trader in a remote country. You liked Sigismund: a kind and funny man who raised you as a child. When you think about it, happy memories come instantly to your mind. Promptly you gathered a few belongings and after five days of neckbreaking travel arrived at the edge of the great forest of Wundkald. The place is called the "One-Eyed Wolf Trading Post". The letter was sent from here by Eroud Mafis, your uncle's business partner.

This is a hunt (as in hunt for animal fur and pelts) and search story. I intend to have some natives with bartering options, a fortified trading post, custom scripts and more...


Teaser: If development goes as i plan, you will get a sort of infinite forest where you could wander for days and days...



Sponsored Content:
- Tarot Redhand micromaps

Optional content:
- Tarot Redhand micromaps
or _six Wildwoods

Other content:
- Zwerkules Bioforest

Modifié par CaveGnome, 30 mars 2013 - 06:40 .


#7
henesua

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@CaveGnome:
Which Adventure Seed are you going to use?
How are you going to make six's Wildwoods optional?

@Jakkel
Since you are continuing from a previous entry you do not strictly have to use the Adventure Seeds. But by all means do so, if you wish.

@Tarot and Rolo
*salutes*


Sorry for the absence lately. All of my NWN time is consumed by redoing seamless area transitions. I should have it done this week as I am on schedule for bug testing and polishing this weekend.

#8
Tarot Redhand

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<muttering>

Why is it that when I say that I might do something (it happened a month or so ago on the ccc too, I really must keep my mouth shut), it is then assumed that I will do something? All I have at the moment is the germ of an idea and a possible opening scene!

<so low under his breath it comes out in Australia>

TR

Modifié par Tarot Redhand, 07 mars 2013 - 10:40 .


#9
henesua

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@Tarot:

*salutes*

*snickers*

#10
CaveGnome

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Hello,

Which Adventure Seed are you going to use?
- Treasure map seed.


How are you going to make six's Wildwoods optional?
You are right... Sorry if I mixed up things here. I intend to use Zwerkules Bioforest hak but there are some minor glitches for what i want to do, and i'm not really versed in graphic custom content. So if i can't find a way, i am thinking of Wildwoods as another choice and understand its "sponsored content" not "optional".

#11
CaveGnome

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Oh... Sorry, i see Tarot RedHand micro-maps are in "sponsored content" category too.

#12
henesua

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CaveGnome wrote...

Hello,

Which Adventure Seed are you going to use?
- Treasure map seed.


Hmmm... very interesting!

CaveGnome wrote...
How are you going to make six's Wildwoods optional?
You are right... Sorry if I mixed up things here. I intend to use Zwerkules Bioforest hak but there are some minor glitches for what i want to do, and i'm not really versed in graphic custom content. So if i can't find a way, i am thinking of Wildwoods as another choice and understand its "sponsored content" not "optional".


Awwww.... I thought you had some cool plan for that. I really like Wildwoods, and thought you had a novel way of implementing it here.

CaveGnome wrote...

Oh... Sorry, i see Tarot RedHand micro-maps are in "sponsored content" category too.


Not a problem. They are a new addition this month.

Anyway. WELCOME to the challenge. Always good to see new participants.

Modifié par henesua, 07 mars 2013 - 11:47 .


#13
werelynx

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I'm wondering if I should try to release my previous module(submitted already to February's ABC) in a more playable form as it fulfills 'The Real Anti-Hero' theme.

I feel ashamed I have released something as unplayable as a mod with a game-breaking bug in the very first area.

Bad lynx, bad!

#14
henesua

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No need to rerelease last month's module to the ABC. Just keep working on it.

If, however, you want to add another episode to the story, you are always welcome to submit that.

#15
werelynx

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Duh. Another episode you say?
I still have to:
- fix bugs, add missing things
- test the module
- release "starter" module, as I promised
- play February ABC mods

Initially I thought that such a shorty would take about a week to finish. I was young and foolish.

#16
henesua

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Then I think you have your work cut out for you. :)

Get to it! We want to play it in all its glory.

#17
PLUSH HYENA of DOOM

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Starbright and Aurelia are back... Sanity is not.

PHoD ABC Episode 2 - The SILVER SPHERE

When scholar Aurelia and her assistant Starbright, of the Astral Library of Mysteries and Peculiar Studies, travel to a tranquil realm in order to investigate a harmless local phenomenon, they are puzzled to find themselves beset by Exploding Penguins and Manic Depressive Cows...
It soon becomes clear that the entire realm is in the grip of a devastating psychic field which causes people's darkest fears and worst nightmares to take on lethal corporeal form. As the chaos and destruction worsens, the two scholars must face a plethora of the most demented horrors imaginable, weather the chauvenist contempt of rubbish, so-called heroes, evade outrageously big bugs and confront a terrible enemy from the distant past...

Required Haks:-
PHoD Silver Sphere
PHoD New VFX

Continuing the simple, straightforward "storytelling" series, SILVER SPHERE contains absolutely no worrying traces of normalcy, sanity or rationality. Guaranteed strange at all times.

Modifié par PLUSH HYENA of DOOM, 10 mars 2013 - 05:55 .


#18
henesua

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I've got a committee exploring the possibility that I participate this month.

In the meantime while "they" deliberate, I am working on a module:

Working title: Merchant's Apprentice
Seed: Treasure Map

The rough idea is...
Main character - the PC - is somewhat like an indentured servant of a ship captain and merchant. The main character resents this, desiring freedom.

One night while the ship is docked off a desert shore, the PC is called to the captain's quarters, and given a task. Take a boat, head to shore, make contact with a hill tribe to trade with them for their incense (tree sap aka frankincense)

PC is given a map showing roughly where the hill tribe and where a nearby fishing village is, command over one of the marines for protection from bandits, a desert cloak to keep the heat off and act as a disguise, and the name of a contact in the nearby fishing village. The captain will bring the ship to the fishing village by the night of the full moon - two weeks from now after conducting trade in the nearest city. Essentially the captain needs the PC to conduct the deal because the captain's presence could alert a rival tribe that wishes to control this trade.

Don't want to spoil it by giving out more info... but maps play an important role in this, and I intend to push the adventure off the reservation described by the synopsis. I probably won't be able to finish the adventure described by the synopsis by the end of the month. So I'm working on something that is a choice the PC can make once they get off the ship and have had a taste of freedom.

---

A problem thats been slowing me down (other than spending the first week on Seamless Area Transitions) is that I made the mistake of over ambition and imported a great deal of Arnheim into this module. I did this because it is set in the same world. The captain is from Arnheim as are some of the crew. Other members of the crew including the PC are from Orsenna. The adventure takes place in the Orsennan Empire, in a place resembling Yemen of the real world which gave me an excuse to read up on Arab traders and sailors both before and after Islam. The frankincense trade across the Arabian peninsula goes back to ancient times and has long fascinated me. Aspects of this even show up in Jared Dimonds book, Guns Germs and Steel, in the chapter on Africa and discussion about Asian immigration there and the Asian crops there which appear to have been there for over a thousand years. Anyway, I am pulling in some Arnheim flavor, religions and other aspects of the setting, and game rules.

Modifié par henesua, 15 mars 2013 - 08:55 .


#19
henesua

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*kicks the manual instead of reading it*
Frigging fragging Gestalt Custscene....
I'm falling behind schedule as I work on these camera movements. The story looks great written out screenplay style, but getting a cutscene to behave is another thing entirely.

Frickito Zippo Z-Dialog....
Had trouble with getting Z-Dialog to simulate a conversation between two NPCs in the background, so went with the lame-o BW conversation style this time. (I'm doing this in a cutscene and allowing the PC to step through the conversation line by line.)
I have way too much trouble punching out the backbone as I obsesses over the details along the way. My biggest problem.

Here's what I have so far... not the final PC appearance. Right now just a placeholder.
Posted Image

#20
jackkel dragon

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I'm starting to see why I've never release a finished NWN module: designing combat encounters is the bane of my existance. Besides not having the system mastery to make fun and balanced fights, I feel like I'm cheating if I don't put the same amount of time and effort on enemy appearances that I do on henchmen, and thus end up giving up on an encounter before I even have half the enemies ready. I might just be hiding my laziness when it comes to combat design with this, but it's a lot of time and effort for something not a lot of people will notice...

I've been trying to come up with a new concept for the month's module that involves fewer characters to customize the appearance of and less combat, but with time running out I might be left with nothing *again*... I'm curious whether anyone else has my issue with creating enemies, where they get wrapped up in the details (like stats and appearance). I suppose I could always solve my problem by using stock enemies and/or appearance models that can't be customized, but it feels kinda wrong after spending 10 minutes making each henchman outfit...

#21
Tarot Redhand

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Beware! The Gobblers are Coming!

TR

#22
PLUSH HYENA of DOOM

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Ten minutes? I spend a good forty minutes sometimes with customizable enemies... and then somtimes decide they don't look right and thus throw their gear away and start again... Fine when suiting oneself but a bit less practical within a time limit... In a way it's a good thing to have virtually no Custom clothing parts in these ABC things I'm doing, limits choice and thus limits the amount of time I can waste agonizing over futile fashion statements. That's why I used piles of Undead Animals last time... though things got a bit more complicated this month even though, in the end, the main villains were the twisted sinister "Toadfaces" from DEMONESS TALES who thus didn't need customizing...
That's the trouble; to make a Module look good, it's all in the details, both with respect to Creatures and the environments. I take hours and hours over placing Placeables half of which most players will likely never even notice save as part of a general ambience. But without the subconsciously noticed details, the ambience doesn't work.

Anyway, having already had four times the amount of time I did last month, I've finished SILVER SPHERE for now and handed it in.
Now I'm going to fall over for absolutely NO reason.

Modifié par PLUSH HYENA of DOOM, 18 mars 2013 - 02:58 .


#23
Tarot Redhand

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OK, you've twisted my arm. I am declaring a module. There is not a cat in (you know where) chance that it will be anything like finished by the dealine as I am still working on the story, but I think I have enough to show the beginning. It is to be somewhat of a pastiche of a well known book and film. The title is "The Bobbit – Episode 1 – Grabbed by the Gobblers". However, do not expect a slavish adherence to the original. For example ->

Posted Image

This silk rug is the cause of the start of the trouble. Oh and the seed is (isn't it obvious already?) Treasure Map. CC TBD.

TR 

Modifié par Tarot Redhand, 18 mars 2013 - 11:21 .


#24
jackkel dragon

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With the lack of time (and effort put into it), I'm going to push back LOTD Episode 1 yet again. It was all fun and games until I got perfectionist over it...

Gods of D+D willing, I'll be working on "Cave Defense" for the rest of the time we have for March. It doesn't have a fancy description yet (the module being imagined entirely in gameplay terms), but here's the details so far:

- Uses the "Real Anti-Hero" theme (the PC is a goblin protecting his/her cave from those jerkwad adventurers). Future expansion may even fit the "Into the Abyss" theme.
- Tower defense-like mechanics. (The player sets up traps and projectile trap launchers and summons allies to stop the adventurers.)
- (Planned feature) Rewards for efficiency (you can keep some allies/structures or earn better ones based on how many allies survive and how quickly the adventurers are killed.)

Currently there is only one map to play on (the tutorial) and only one trap type (arrow + launcher) and two ally types. Hopefully this will change, as I now know what I'm doing. What I really need are win/lose states and a way to start the level through player input. It'd also be nice to find an alternative to the default waypoint walk for the adventurers and allow the player to pick up misplaced launchers...

Edit: Almost forgot the teaser, complete with backwards launcher:

Posted Image

Modifié par jackkel dragon, 21 mars 2013 - 03:17 .


#25
simomate2

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I would try this, but its probably too late, yes? Does this happen every month? Because I'd certainly be interested in next month's challenge.