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Hill's Edge


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#1
YeoldeFog

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Introduction
Hello, I'm YeoldeFog and I'm 35 years old from Sweden. I've been playing/building/DM'ing since the start of NWN. I've contributed to several servers as: The Dalelands Project, Taliv, Tellaria, Shadows of Tilverton, Cormanthor. I've also worked on several projects but never had the chance to finish something - mostly because I'm usually alone in the project.

Past
I have been working on a module that hopefully will turn into a persistent world. I am not a scripter, I am a builder, and a very talented one aswell. I've been working on this module for several months, starting with the basic search for haks and merging the content that I want into several custom haks, including tilesets, models, robes, cloaks, items, heads, etc. I have also retextured some tilesets, added custom content, messing with 3DS and NWMax.

Today
Today, I have a great and solid ground to stand on. I have finally started to build and I'm mapping out a small city with rich features, lots of interiors and some sweet outdoor areas. I have a clear goal - to create a roleplay server and an interesting place in the Forgotten Realms world with solid mechanics used to enhance the roleplaying aspect of the game.

The Future
My scripter left me because of IRL reasons. So I'm kinda stuck in the middle of abandon the project or continue on my own. I know it's a major project to compete with the big servers. And the playerbase isn't growing.

The Setting
Hill's Edge in the Forgotten Realms is a small city in the Western Heartlands. I've used Zwerkules Medieval tileset and Zwerkules Rural to build the city. I'm also using Wild Woods to represent the Reaching Woods, a forest to the south. Wild lands will be used to cover the plains to the north and to the east there is Corm-Orp with a mountain range even farther.
   The module is intended to be a solid medium/slow level persistent roleplaying world with quality areas rather than quantity areas. I have the intention that every "dungeon" shall have some interested features and not just monster-smashing. I also intend to use custom skills, some custom feats, combat animations, alternative emotions and much more.

[I am sorry if my english sound a bit wierd. It's not my natural language]


Modifié par YeoldeFog, 25 février 2014 - 08:35 .


#2
EzRemake

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If you build it, they will come. It may not be a HUGE influx of players, but I'm certain you could get a nice small player base to start with early after your launch. Time and patience.

In the end, you should be developing because you love to do it. If it is something you enjoy, then the time spent should be worth it regardless of the outcome.

#3
YeoldeFog

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Screenshots! Drag & Drop to the adress field for fullsize.

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Modifié par YeoldeFog, 15 mai 2014 - 07:44 .

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#4
EzRemake

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Those are some fine looking shots, I would be surprised if people didn't want to check this out.

#5
MagicalMaster

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That definitely looks quite interesting in terms of area quality.

#6
SuperFly_2000

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I am also from Sweden! :-P

Been building on and off for a few years. Had two servers. Started building "my own pw" from scratch. Gave up because of the really small "mobile" player community. Unfortunately the players that still play seem very "stuck" on just one server...

I have probably the biggest NWN1 community on X-fire still...although it is kind of diminishing now...(feel free to use that if you need)...

If someone made a server like the one you outlined I for one would surely come back and play NWN1 again...for a while at least :-)

#7
Pstemarie

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This world looks impressive. Good to see a lot Project Q material being used. I'd love to check this out sometime.

#8
YeoldeFog

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Pstemarie wrote...

This world looks impressive. Good to see a lot Project Q material being used. I'd love to check this out sometime.


Thank you! I love Project Q, and I've tried to keep up with the quality with other haks. I'll post some new screenshots with more Project Q (and Wildwoods and Medieval Rural/City) soon. :)

#9
Fester Pot

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Looks nice.

I also enjoy slow, low leveling worlds where items in shops are of fair/good/excellent/superb quality, and the magic items are found in the very depths of dangerous places, maxing at +2 or +3, the latter being so rare, they're given on DM quests.

Where exploration experience is more when in a party, than it would be on your own, or random placeable transitions are scattered around the world on a reboot, taking a player to a new area that might just have descriptions and give some extra experience for doing so.

Where magic is low, possibly even frowned upon in some regions. Teleportation spells are nasty, because it defeats travel and randomly coming across someone. Teleport from city to outside of dungeon. Run dungeon. Teleport from region back to city.

Most importantly, DM run events that don't require two of the same player character to complete the plot line. The events should shape the world, regardless of the characters. Custom DM run events can be done for those characters, but nothing is worse on an RP server than being a tag-along in a DM event while the main two player characters take the spotlight, dialog and make all the choices.

Persistence is key. On a server reboot, a player that uses an item to save their location, should return to that location if they so desire via the starting location, not be forced to start in the same area all the time (to a degree. Saving in dungeons should be disallowed). One server, only allowed characters to enter the world to other regions if they met certain level requirements. Awesome for 1st level characters, who could only start in the starting town, where no one was to RP with. I also like the idea of only being able to save one's location at an Inn, which would be the inn you would start in on a server reboot. It beats logging out at an inn in a region you're out exploring, come back the next day on a server reboot, and be back in the damn starting city.

Allow customization from the start for unique character look and style. One place I visited just dumped a new player on the side of the road with a traveling caravan. There were campfires and traders lingering about, along with wagons, crates - a large camp with everything a starting character required. You'd go into one wagon and it was a tailor shop. Some guy sitting under a tree sold goods. General signs dotted the area. An archery range close to combat dummies, had a sign you could read about the combat rules/changes. General NPCs were shooting arrows at the archery targets/smacking around the dummies. You could enter a wagon nearby and buy your gear.

The traveling brewer/illusionist had another sign that gave details on the spell changes hanging on the wall inside the wagon where you bought potions and the like.

Stone carved statues listed the DM/Admin/Builders of the world on little signs at their feet, with another posting the rules players were asked to follow.

All of this was neatly placed in a starting area that just looked like you rode along with this traveling caravan, they stopped for the night on the side of the road and off you went with your starting gold.

Up the road, the transition that set you on a footpath that lead to the main city gate. It worked well in creating a sense of exploration from the start, and let you bump into other players as they walked out of the city on adventure, rather than exiting an inn and bumping into players standing around some courtyard waiting for something to happen.

Try to avoid the + effect. You see it a lot on worlds.

What is it? Starting city in the middle. North/East/West/South gate. It runs in a line to a larger region you can explore, but you can't get from that region in the north, buy going south-east through other areas to get to the east area. You have to go back into the city and go out the east gate if you want to explore that region.

Worlds should be designed like a spider web. Central in the middle, and span out, each grid getting bigger as you go outward, making a circle of areas, rather than a + design.

Great to still see some new places popping up. Good luck!

FP!

Modifié par Fester Pot, 26 novembre 2013 - 05:53 .

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#10
henesua

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Great work, YeoldeFog. Any self-respecting PW would be blessed to have you working with them. I'd offer to help you with scripts, if I wasn't working on a project already - the resurrection of the Vives PW with a completely new world to run around in.

#11
YeoldeFog

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Fester Pot: I must say you nailed my vision of the project very well. I agree on everything you wrote. I'm still thinking about the starting area and how to introduce people to the world in a smooth and interesting way. Allow for customization, present the project and rules in a way that you somehow feel that you are already -in game- goes along what I think.

Thanks for your reply!

#12
YeoldeFog

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henesua wrote...

Great work, YeoldeFog. Any self-respecting PW would be blessed to have you working with them. I'd offer to help you with scripts, if I wasn't working on a project already - the resurrection of the Vives PW with a completely new world to run around in.


Thank you henesua! I'd be glad to check out the Vives PW when you finish it. Do you have any information about it?

#13
henesua

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I don't want to distract your thread with info about my own project, so I sent you a friend request if you want to compare notes. In general though Vives was a roleplaying/story telling focused PW from 2003-2010. Some of the old team (who became freinds with me at Vives) recently convinced me to work with them on a new vision for the old PW, and to rebuild from the ground up. So thats what we are doing.

#14
Sumthing

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This looks amazing. It will give me a server other than Thay to play on.
I'd offer my help, but I'm not exactly sure what I can do.

#15
YeoldeFog

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Here are some new screenshots! Drag & Drop to adress field for fullsize!
I'm still looking for builders and scripters! :)

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Modifié par YeoldeFog, 06 décembre 2013 - 04:31 .

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#16
Blatob

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Good grief... You have done some extremely nice things here. I like those vaults!

#17
xXslaughterhouseXx

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Cool; I'd play; when is this coming live?

#18
MagicalMaster

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I can't help but look at that and think "That basically looks as good as anything in Dragon Age (2)."
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#19
YeoldeFog

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Thank you all. I have finished some more areas after I posted the screens above.

xXslaughterhouseXx wrote...

Cool; I'd play; when is this coming live?


Well, I am alone at the moment, so I am in dire need of a co-worker. It's hard to say when, but I have a place to host it, so it all depends on how fast I build! :)

Modifié par YeoldeFog, 09 décembre 2013 - 03:19 .


#20
xXslaughterhouseXx

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Well; a module with this level of detail made for a multiplayer environment will never truly be "finished". It will always be somewhat of a work in progress, with additional content being added. That being said, how close would you say you are to being at, say, a beta release stage, where you'd be comfortable with the amount of content available and the correct rulesets/systems being in place to start letting players test things out?

Also, what kind of help are you looking for specifically? I know simply from looking at the areas that regardless of how many hakpacks I had assisting me, there's no way I could replicate areas with that level of detail/beauty, but depending on what scripting issues you're having, I do have some understanding there.

#21
YeoldeFog

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Yes, a PW will never be finished. When I have a couple of low level dungeons (crypts, ruins, outdoor areas, caves, etc, it will be ready for early beta.

We are working on the XP-system at the moment. The biggest bottleneck will be items, stores and loot. And after that, we'll implement death, rest, simtools and some other fancy stuff.

I'm also keen to make every dungeon have some kind of feature. Skill use, puzzle, boss-fight, traps which will add to the time.  :)

I'd say... three months, but that is unlikely! :)

Modifié par YeoldeFog, 09 décembre 2013 - 07:46 .


#22
henesua

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good luck, YeoldeFog. I think you've set the bar too high for a beta release, but i understand the need to get it right.

I never felt that i had Arnheim (a server that I built from scratch on my own) together for anything other than DM'd events, and in the end that is all I did with it for a year, running events every couple weeks and keeping it offline the rest of the time. In retrospect I think that was a mistake as the project died.

Right now working on the next issue of Vives, I am taking a different approach. The idea is to soft launch as soon as possible after one month of testing the server. And once we soft launch we'll stay live. In other words we will launch in Beta and continue to work as players play. The original Vives launched without any such concerns and has a server vault of characters that weighs in at several gigabytes. So I think simply releasing ad playing is not a bad strategy.

Whatever you decide I wish you well. You certainly have some great screenshots there and I hope to walk around in those areas some day soon.

Modifié par henesua, 09 décembre 2013 - 09:50 .


#23
Luskanite

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I like using the toolset on NWN and I know a bit about Forgotten Realms. I'm interested in helping out with this project.

#24
T0r0

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Put it out there, even in a beta stage. "They will come ! "

#25
SuperFly_2000

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Wow...really like thoose last screens you posted. Can't wait for this to be ready to play.

Wouldn't recomend on launching anything premature though...perhaps on a passworded server (closed beta style).