Upcoming Campaign: Return of the Exile
#51
Posted 05 October 2013 - 10:42 PM
If you begin the campaign with a conversation, you can update that conversation later when you have the next chapter ready, and give one of the response options a script that updates all necessary quest variables or other considerations to what they should be at the end of the first chapter, and then teleports the player to the necessary area.
#52
Posted 05 October 2013 - 11:34 PM
As for release, there is still playtesting to be done, suggestions from playtesters that they may say I could add or bugs they might find and I have to fix. As for the next chapter, I know for a fact that it will be faster since now I have a big database of scripts and more experience on the toolset. But it will take more than half a year nonetheless.
#53
Posted 06 October 2013 - 12:02 AM
#54
Posted 06 October 2013 - 06:51 AM
Also I think, but I am not sure, that you only get one movie at the begining of a campaign and one at the end.
Cutscenes are your only tool for an opening but they are more flexible and easier to construct anyway.
PJ
#55
Posted 06 October 2013 - 07:38 AM
So to sum up, I will continue working on the same campaign, and assign the next modules to it. When they are ready, I upload the whole thing again, plus the next chapter separately for the ones that already played chapter one. I believe Planescape:Shaper of Dreams team does something like that.
As for length... it is kinda tough to calculate because chapter one takes me about 5-6 hours to finish, but my girlfriend's run is already 3 hours and she is not even half way through. But this makes total sense for I know every secret and riddle and so on
#56
Posted 06 October 2013 - 10:54 AM
I've seen campaigns with more movies than that.PJ156 wrote...
Also I think, but I am not sure, that you only get one movie at the begining of a campaign and one at the end.
#57
Posted 06 October 2013 - 12:59 PM
Movies can only play at beginning and end of a module. I'm not sure if they can be played mid-campaign though. You may have seen some tricky cutscenes, as you can display pictures during a dialog.Arkalezth wrote...
I've seen campaigns with more movies than that.PJ156 wrote...
Also I think, but I am not sure, that you only get one movie at the begining of a campaign and one at the end.
#58
Posted 06 October 2013 - 01:21 PM
Edited by Arkalezth, 06 October 2013 - 01:26 PM.
#59
Posted 15 October 2013 - 08:26 PM
It is mostly conversation stuff... some local variables that need fixing and some journal entries. I was really frustrated, but I guess it makes sense. I have written so much, it's like a novel. I also wanted to give the freedom to the player to do quests in any order he wishes. But the thing that went most wrong and needs some fixing, is the fact that I want to give the impression that the choices the player makes matter. When he kills an innocent or helps someone evil... all these will come back to you. I played a lot with local variables for this, and I have to do some digging to see what went wrong.
#60
Posted 19 October 2013 - 03:19 PM
In the meanwhile, I started collecting some resources for the chapter two. I found some really cool prefab areas on the vault and decided to use them to speed up the process. Some include :
kamal's arabic city will be one of the main areas.
dwarven stronghold from SKG73 will be an area that you can go at any point for a huge dungeon side quest.
A snowy mountain exterior I found(name eludes me), and many more.
These are all extraordinary works. Of course I had to adapt them to the lore of my world, add some placeables or remove some according to my needs, but they are great help indeed.
#61
Posted 19 October 2013 - 03:38 PM
I keep meaning to strip the mods down and post a prefab set but there are always better things to be doing.
PJ
#62
Posted 20 October 2013 - 01:57 AM
PJ156 wrote...
You can take any assets from my mods for prefabs. Some of the areas could stand a second airing.
I keep meaning to strip the mods down and post a prefab set but there are always better things to be doing.
PJ
Almost every time I've gone to use a prefab in my mod, I've ended up building my own from scratch. I think I'm a nutter...
I've used one prefab. Was pretty cool to get something done fast with a nice prefab...
#63
Posted 20 October 2013 - 09:32 AM
Example, I downloaded some ancient dwarven ruins from Anduraga, which has a quest inside and a scripted encounter. I am not sure if I'm allowed to use this area, or deleted the encounter or the quest and so on. Sure, the name of an area I have to change to match my lore, but that is small.
#64
Posted 20 October 2013 - 10:52 AM
PJ
#65
Posted 24 October 2013 - 01:19 AM
What I mean is that, in the beginning I wanted to make it in the form of chapters. 3-4-5 I don't know yet. But now that I got more experienced in the building, I see the work progressing quite fast. All this time that I am waiting from the testers to report bugs so I can fix them, I started making some work on chapter two, and I already have most of the areas that I will need. They only need convos quests and population. For me building a terrain or placing placeables takes most of the time, so I can safely say that chapter two will take less than a year for sure.
I also found some nice prefabs on the vault, like the city Hopeless in Outlands, that I wanted to build for my campaign, but Rogue Dao did it already. With that addition, a big part of chapter three is done as well. I want to build some layers of Hades and Celestia for later. This could prove time wasting.
But in any case, I am torn and can't make a decision, if I should release chapter by chapter or all together when it's done.
There are advantages and disadvantages on both. For example, if I release chapters, people that might play, may not remember well the plot by the time they play the next chapter, and I also have to merge them together somehow.
If I release it all together, it could be a while, and I don't know how many people will be left here by that time.
Anyway, just some thoughts that I wanted to share
#66
Guest_Iveforgotmypassword_*
Posted 24 October 2013 - 08:06 AM
Guest_Iveforgotmypassword_*
If you were playing a game and all of a sudden it stopped as you ran off to the hills after your companion was kidnapped, you'd just found out who the baddie was and the city watch had been banging on the door to arrest you for orcicide it wouldn't be much fun to wait for the next part would it.
#67
Posted 25 October 2013 - 01:44 PM
andysks wrote...
But in any case, I am torn and can't make a decision, if I should release chapter by chapter or all together when it's done.
I can totally understand the temptation to release in chapters. I feel that temptation myself. You work so hard on something, you think it's good, and so you naturally want people to play it, experience it, and give you feedback. And that feedback cycle could help make subsequent chapters better.
That said, I think releasing in chapters realy only benefits the builder and the builder's ego. Releasing as a whole story is better for the player.
And that is what I try and remind myself daily: how do I want the player to experience this? I have a very defined campaign, four acts long (Prologue, Acts 1 through 3). There's a very definite character progression, story arc, places to visit, dungeons to dive... I want the player to experience it as the big story I think it can be.
So, my advice would be, try and think about how you want the player to experience your work. Let that be your guide.
#68
Posted 25 October 2013 - 03:05 PM
1. Because I may never get to the end. It is very possible that some other hobby might pull me away from the tollset in the future. Better to get what you have out there, and if you work in bite size chunks to reach a kind of conclusion at each ending so if the next one is not finished then so be it.
2. It forces me to think of the story path in bit size peices and allows me to deviate if I feel like it. That way each module is self contained and reaches an ending in itself. Cliffhangers are no so good in my opinion.
3. Releasing something is energising. Building Tales from the Lake of Sorrows was a three to four year process had I not broken it up it would have been very hard.
4. You get feedback as you go which allows you to develop.
In the end it depends why you're doing it and what you want out of it. Some people never release thier work at all. I do it because I get a buzz out of sharing.
PJ
#69
Posted 25 October 2013 - 03:24 PM
PJ: I don't know about the hobby thing... creating D&D modules when I was a DM for my friends was a great joy. So after we stopped playing and I found the toolset, I was so glad... you cannot imagine
In an case, the intro chapter is only in beta 1, which means I still have some time to think. I am leaning a bit towards an all together release... but I really don't know yet
#70
Posted 28 October 2013 - 05:54 PM
I was really torn on the decision, I still am to be honest, but I hope I am making the right choice.
I just want to say I'm sorry to the testers, because it might seem that the test was premature. But that is not entirely true. Through their comments I managed to make work that I was bored and not motivated to do before. Also, they game me motivation to start working on chapter 2 together with polishing the prologue and fixing the bugs. So I thank them for that
Lastly, I got really jealous and inspired by the journal idea of Tchos and ColorsFade, and I want to make this thread like that from now on for the next chapter.
With that said:
Chapter two is progressing so fast that I cannot even believe it. I have all 40 areas needed, except from 4 dungeon layers and maybe a couple random exteriors. There are deserts snowy mountains, forests, islands... everything. I also see that my texturing on exterior areas is so much better and faster than before. I also found some interior areas prefabs on the vault, simaon best of interiors I believe it was called. They were absolutely stunning and together with a couple more prefab areas I am set for chapter two.
Main plot is written down, and all that is left is NPCs to get the convos. I got my hands on the Desert Folks by Storryteller as well. Amazing NPCs. I know, I am knew here
All side quests are written as well, with locations and objectives.
One thing that needs to be done that I want to introduce in chapter two and I haven't even started it yet is the death of the PC. I will make it so that the player is transfered to a place between the planes when he dies, where he learns some things about him/herself. I won't matter much to the main plot, because I can never know how many times one will die. But it is going to be like something extra, and a different thing will be known every time someone dies. Up to a point of course. Maybe after one has heard everything, he then has to go through some task to get back to life. It is still only a thought.
But this comes later. First I wanna finish all areas, populate them, arrange the quests... and then I will think about that.
#71
Posted 28 October 2013 - 06:38 PM
"Generic interior from Simaon/Intérieurs génériques de Simaon", and yes they are. I used them in both Path of Evil and in Crimmor. They look realistic and like people actually live in them. nwvault.ign.com/View.phpandysks wrote...
simaon best of interiors I believe it was called. They were absolutely stunning
#72
Posted 28 October 2013 - 07:10 PM
Hey, I wish everyone would do it, so I'm glad to see you will! And I find my own very useful in remembering how or why I did things or what I was planning for something.andysks wrote...
Lastly, I got really jealous and inspired by the journal idea of Tchos and ColorsFade, and I want to make this thread like that from now on for the next chapter.
I'm a bit sad to hear you won't be releasing as chapters, though.
#73
Posted 28 October 2013 - 07:59 PM
#74
Posted 29 October 2013 - 02:57 PM
andysks wrote...
Colors: I get what you mean. I also have quite a big story, and I don't want the player to forget what's going on by the time chapter two is out. Even without a cliffhanger, and even with a synopsis of chapter one in the beginning of chapter two, there's always a risk of something being forgotten. One other thing is the campaign resources I have. All companions and some convos and of course the journal are campaign based, All these need to be attached to each seperate chapter and so on, something that confuses me a lot when I think about it..
There are two ways I can see releasing chapters.
One way would be to have the campaign perform an auto-save at the end of each chapter. I would release new chapters by simply updating the previous campaign with the new module contents and re-releasing the whole thing. Then all the user would have to do to play the next chapter is load their last savegame that was automatically performed by the end of the chapter, and move forward. For new players to your campaign, they would be getting the sum of the chapters to that point, which would be ideal. If anyone didn't have a savegame (due to length of time between chapters, or loss of data), they'd have to start from the beginning, which may or may not be a bad thing.
The other way would be to archive the campaign when you're done with a chapter, and then adjust the starting point when you publish a new chapter. You'd work with the same campaign folder and resources, just giving the whole thing a new start point (start of the latest chapter). You could remove any modules from the campaign that weren't used in the new chapter to keep size down. If you archive it before you change anything for the new chapter, you still have all the files and such for later use. When you finish all the chapters, you could go through the archives and add all the old modules back in, and tidy the campaign up as a single release with all chapters.
So... I think it's doable in a couple of different ways without it being cumbersome of confusing.
That said, you've elected to go the whole-story route anyway, so it's rather moot.
I hope you do keep a journal here. They are fun to read and good motivation.
#75
Posted 29 October 2013 - 07:52 PM
Journal Entry
- Setting the stage for chapter two
The factions, behaved very weird to me today. I want to make the civilians of this city untouchable, so that when a group attacks the other, they don't get on the way. I tried making them friendly to all, neutral to all... to no avail. It seemed that the hostile groups like killing them, and I have no idea why.
- Side Quests
- Companions
- The Chasing
- Scripting
KevL's item trasfer script is flawless. Great help.
Until tomorrow with more progress
P.S : PJ, I test now every convo when I write it for typos





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