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Upcoming Campaign: Return of the Exile


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Questa discussione ha avuto 675 risposte

#26
andysks

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There aer days like yesterday, that put back the progress a lot. When something doesn't work as intended, and cannot figure out why it pisses me off. There are days like today though, that in three hours of work I made more progress than the previous week all together. I don't know how much more I need because of such situations. Another example is the voice overs. I always had it on my mind that I wanna do it, but had no resources, like a good microphone. I talked with this friend of mine months ago and mentioned this. And yesterday I get the call that he can visit and bring his microphone... couldn't say no :).

#27
andysks

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Small update. All the things I listed a couple of days ago are done. Voice overs are also done, but I need to test how they sound in game. Throat is quite sore from all the monster voices :D. Of course it was literally impossible for 3 people to make all the voices, but I think we managed quite a sum. I hope they are successful, but even if they are not, we had fun doing them! Today and tomorrow is intense play testing by me. I am really afraid of bugs, but it's just something that you have to go through before completion :).

#28
Eguintir Eligard

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amateur voice overs usually detract greatly from the game imo. A lot of vault commenters would agree. But there is forums full of trained talent that I used for Islander for free, to many a praising response.

Modificata da Eguintir Eligard, 24 settembre 2013 - 01:23 .


#29
andysks

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Yes I have this on my mind. There is no way I'm gonna use them if I think they don't sound good. First test, then attach :). But I have to say we really gave it all on our acting :D.

#30
Eguintir Eligard

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If you ever want my link let me know. I'd have to dig up some old emails or I would have posted it already. Voice actors guild on google might yield results. They were all used to do doing lame RPG Maker games and many jumped when they saw the 3d engine and cinematics of nwn2.

#31
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Put them in as a separate file so people can use it if they want, personally I'd be quite happy to hear people pretending to be ogres or doing evil wizard voices it would make it more fun to play.

But if they're optional and somebody on the vault whinges because they don't meet their serious expectations of how an evil ogre wizard should sound you can just tell them to get f***** because they put the file in themselves.

#32
andysks

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Well I think I sounded pretty nice as a vampire and a high cleric of Nerull. My friend did some good thug ones, sounded half-skotish half-russian, when I was expecting him to sound austrian as he is :). The big success was my girlfriend who did a goblin leader and a damsel in distress :D. I guess I could put them in a separate file somehow when the time comes.

#33
andysks

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So a day of playtesting is over. I played 6 hours, and spent another 6 fixing stuff. Everything was going fine, well, I had three notebook pages with bugs and problems written, but mainly it was balance issues like... ops, this guy dropped 600 gold on the first quest, or... a male commoner with a female voice. Then reaching the ending, it all went pretty bad I can say. Triggers malfunctioned, key NPCs messed up their convos (well, I messed up their convos), A OnClientEnter also didn't work as intended...
I guess I got some work ahead of me. The annoying thing is that most these things I know how to solve, but it's quite depressing to see that so many things don't work as I want them.

#34
Eguintir Eligard

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If I am not mistaken you want to use on PCLoaded, as On CLient enter has almost no usability since it happens when the game is still loading.

#35
Dann-J

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OnEnter is the one to avoid. OnClientEnter fires only once the party has been fully loaded into an area.

From memory, I think OnPCLoaded is for the entire module, while OnClientEnter might be for individual areas (although I could be mistaken).

#36
Eguintir Eligard

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On PC Loaded Script:
Specifies a script to fire once the player has been fully loaded into a module. This event is similar to OnClientEnter, but guarantees the player can be assigned actions.


I would try that swap of the script to this script for sure because I dont remember client enter doing anything right because the status bar was still loading when things were being attempted. AVOID MATEY!!

#37
andysks

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So I think there will be no voices, at least for the first chapter. The work to cut them and edit them is just too much at this point, and I'd like to release this one so I can start with chapter two.
By the way, does anyone know if pictures custom tga pictures for cutscenes or intro video can be thrown in the campaign folder or need to be in an override? I mean for the player... I used them from the override.

#38
Dann-J

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Eguintir Eligard wrote...

On PC Loaded Script:
Specifies a script to fire once the player has been fully loaded into a module. This event is similar to OnClientEnter, but guarantees the player can be assigned actions.


I would try that swap of the script to this script for sure because I dont remember client enter doing anything right because the status bar was still loading when things were being attempted. AVOID MATEY!!


I've had no trouble with OnClientEnter. Although admittedly I tend to delay things for about a second to be on the safe side. OnEnter is certainly to be avoided though, if you want to add actions to a player's action queue as soon as they enter an area. It has serious prematurity issues.

I use OnPCLoaded only if I want to do something once as soon as the module begins. You have to set a global 'Done' variable to prevent it from running again when reloading from a saved game though.

#39
PJ156

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andysks wrote...

So I think there will be no voices, at least for the first chapter. The work to cut them and edit them is just too much at this point, and I'd like to release this one so I can start with chapter two.
By the way, does anyone know if pictures custom tga pictures for cutscenes or intro video can be thrown in the campaign folder or need to be in an override? I mean for the player... I used them from the override.


Pictures go into your campaign folder, the video into the movies folder.

PJ

#40
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Shame about the voices but at least you had a good time making them which is actually what matters more than anything with regards to anything you do with the toolset.

#41
andysks

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OnClientEnter worked fine, Tchos provided some good help on the matter with scripting for dummies help :). I have encountered one bug though, which I tried solving in many possible ways to no avail.
There is a door, which is locked. I have placed a bell outside, with a convo. When you click it they say entrance is forbidden. There is someone of course that can give you entrance, so when you talk to the bell after you meet him, there is an option in the convo that I met this guy, allow me entrance. The door says ok and should be unlocked. I use ga_lock and it doesn't work. I tried it on the NPC line, and on the PC line. Also on the END DIALOGUE line. Nothing. I have another instance like that somewhere else, which works fine. That one though, happens when you click the door, and the convo owner is an i-point, not the bell. Anyone had problems which ga_lock before?

#42
Dann-J

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Does the door in question have a unique tag? Usually when things like this happen (ie. nothing), it's because there's another object somewhere in the module with the same tag.

#43
andysks

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Some screenshots I got during playtesting. I tried to give little of the story :).
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Modificata da andysks, 05 ottobre 2013 - 12:41 .


#44
Arkalezth

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Looks great, especially the garden with the horse statue. Do you need testers already, or do you want to test it some more by yourself first?

#45
andysks

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If my calculations are correct, I think I will feel safe giving it to testers in the following two weeks. I have isolated most of the bugs and working on them, nothing game breaking which is good. But I want the testers to not have to give me 50 pages of bugs... I want to feel completely sage when giving it :).

I also need to figure out how, or simply look into works that already use the chapter system. What I mean is:
Chapter one has three modules in a campaign. When I start working on chapter two, I assign the next modules to the same campaign, but it gets released later. How does one continue or start from chapter one if he didn't play it yet? All these things are quite new to me, and I don't know if I need to arrange them from now, or when I start working on chapter two.

Modificata da andysks, 05 ottobre 2013 - 02:14 .


#46
Arkalezth

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You can release the chapters separately. PJ did that with his modules, and then put them all together in a campaign. I don't know how much work that may take, though.

I've also seen modules where you have the option of selecting the chapter at the beginning. "Dark Waters" and "A Hunt Through the Dark" come to mind as modules that use this system, if you want to check them out.

#47
andysks

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Yes I was thinking of something like that. Like a beginning area, I've seen it as well in some works, that asks you if you want to skip to chapter two with your PC from chapter one, or start brand new and so on.

#48
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You could have a simple tavern that everybody's sent to wait/celebrate in at the end of a chapter. Set a global int at the end of each chapter before they're jumped there and then the landlord or whoever holds the "choose a chapter" conversation can tell how far the player's got and give options to start the next part.

By making the landlord's conversation a campaign one it will be changed every time you release a new instalment as it will be overwritten by the one in new campaign folder.

#49
andysks

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The thing is, that chapter one ends with a cliffhanger. So such a thing is not possible. I think the best way is to just leave it like that, and introduce a starting area on the next chapters where an NPC gives you the option to start from the beginning, or if you have an imported character jump to chapter 2 and so on.

#50
PJ156

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What ever you choose to do, my only advice is set up the structure now. Adding modules is easy compared with blending a set of modules that were built discreetly.

I gave no option to jump around my odules but I had no cliffhangers. Becuase I took 8 - 10 months to make each i tried to make them stand alone stories It was not till the last two that I started to pull all the main thread together. that meant that, to a degree, people could jump into the earlier modules as separate entities.

If the end of the first module is critical to the second then a recap cutscene may help or simply make the players play it again. How long is the first module and how long till the second come out?

PJ