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Adventure Building Challenge, Spring 2014


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#26
rogueknight333

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I was disappointed that I missed last year's ABCs completely, and even though this one is more than half over, I'm in!  I'm not sure what I'm making yet, but it'll be something.

 

The more the merrier.

 

If completing something in the remaining times does prove to be too difficult, keep in mind that with enough interest we can expect to be starting another cycle in the future.


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#27
PLUSH HYENA of DOOM

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Of course, I realize that the appearance of the Shabby Hyena Lunatic in a thread is approximately analogous to the appearance of a huge dorsal fin in the waters off Amity Island, BUT...

 

RRRRRRGGHHRRRHH... (and other Hyenaesque snarling noises)... What with Aliens and everything, I only just noticed this resurrecting activity on behalf of the ABC. Certainly don't have time to do anything about it now, but if it IS going to recur...

 

A question, probably premature and/or spurious, but I haven't had time to properly read through all the new structure stuff yet.

 

Is there, as before, the chance to simply continue with an "ongoing series", in this case ongoing from the original ABC? I had further plans for doing more with Starbright and Aurelia but when the original ABC trod the Path of the Thylacine, I sort of lost the motivation. Now as then, it's not always easy to push one's silly little "series" in the directions governed by the seeds, themes, whatever we're calling them now.

 

(Yes, I know there's nothing stopping me from doing Starbright and Aurelia independently, but it took something as "fixed" as the ABC to drag me away from "Demoness Tales" and so forth for more than six seconds.



#28
MagicalMaster

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I would presume so but it's RogueKnight's call.



#29
rogueknight333

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...A question, probably premature and/or spurious, but I haven't had time to properly read through all the new structure stuff yet.

 

Is there, as before, the chance to simply continue with an "ongoing series", in this case ongoing from the original ABC?...

 

This cycle of the ABC was organized in a somewhat hurried and ad hoc fashion (see this thread for the discussion starting it) so not much is set in stone as far as the procedures that will be followed in the future. Note that with the system currently set up it is quite possible to participate in the ABC while doing stuff that is inconsistent with the current theme, that exceeds the CC limitations to some extent, etc., one would just lose a few points for it. As a tentative response to your question I think I would be inclined to give point rewards for either continuing an ongoing series begun in an earlier cycle or following the cycle's theme, and more points if one manages to do both simultaneously. I was hoping to restart discussion of these and other organizational questions once the entries for this cycle are released, and those interested presumably less busy working on them (though naturally I will not object to anyone weighing in on them now).

 

Note that I was also thinking of soliciting a new and more up to date set of CC sponsors for future cycles at that point. As one of the major sponsors of the original CC list I imagine you might be interested in that?



#30
PLUSH HYENA of DOOM

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Assuming anyone actually WANTS a horde of debased PHoD Weirdo Creatures, absolutely...

 

I enjoyed the earlier ABC a great deal and would certainly like to return to the fray in some shape, manner or form.


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#31
MagicalMaster

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Just for clarification's sake: on-time is by midnight on June 1st and early is by midnight on June 29th?



#32
rogueknight333

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Just for clarification's sake: on-time is by midnight on June 1st and early is by midnight on [May] 29th?

 

That is correct, though it occurs to me we might have an issue with participants from different time zones: i.e., a submission might be listed to me (on the east coast, USA) as having been posted after midnight when it was actually before it from the viewpoint of the one submitting it. So it seems we may need to have people declare what time zone they are in so appropriate adjustments can be made, assuming they are unable to submit far enough from midnight that it makes no difference.



#33
CaveGnome

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That is correct, though it occurs to me we might have an issue with participants from different time zones: i.e., a submission might be listed to me (on the east coast, USA) as having been posted after midnight when it was actually before it from the viewpoint of the one submitting it. So it seems we may need to have people declare what time zone they are in so appropriate adjustments can be made, assuming they are unable to submit far enough from midnight that it makes no difference.

 

I intend to submit my module before the fatidic limit (Europe West coast). It will be an alpha 'cause May was as rough as April (more computer problems, very little moding time, big RL woes) but there will be something.

 

Hoping others will release some work too ;-)

 

CG



#34
rogueknight333

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Hoping others will release some work too ;-)

 

CG

 

I second that. We are getting close to the deadline so hopefully several modules are also close to completion.



#35
MagicalMaster

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I'll have something, just not as long as I'd like.



#36
MagicalMaster

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A thought occurs to me -- one possible solution would be to make the deadlines 0:00 GMT on May 31st and June 3rd, respectively, which are currently 27 and 99 hours from now.  It technically gives a bit more time to most people but also provides a completely standardized date/time for all submissions to compare against.



#37
rogueknight333

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A thought occurs to me -- one possible solution would be to make the deadlines 0:00 GMT on May 31st and June 3rd, respectively, which are currently 27 and 99 hours from now.  It technically gives a bit more time to most people but also provides a completely standardized date/time for all submissions to compare against.

 

I think a completely standardized date/time for submissions (presumably GMT) would make sense in principle and we could do that in future cycles, but I do not want to make such an ex post facto deadline alteration for this cycle. I imagine most if not all participants assumed they would have until May 29/June 1 from the point of view of their time zones and I do not want to confuse them by suddenly changing that.

 

Also participants should remember that while not ideal it is also not that big a deal if one has to submit a few days late bit late to make a few finishing touches.



#38
MagicalMaster

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Fair enough, though I picked those times precisely they would not hurt anyone at this point.

 

Also participants should remember that while not ideal it is also not that big a deal if one has to submit a few days late bit late to make a few finishing touches.

 

Speaking for myself, I'm going to submit whatever I have done by midnight tonight for me (six hours).  I could make it a lot better with another few days but I don't want to lose the points.

 

Edit: it's not going to be ready to be released in 45 minutes.  120-180 minutes, yes, 45 minutes no.  I was willing to submit an inferior product to avoid losing points but not one that doesn't have a decent ending.  I'm not sure what I'm going to do at this point -- very annoyed at the moment and feeling like the whole process has been tainted.  I'll probably just finish the material I meant to have done by today and not bother doing anything else.  Barely finding it in me to care enough to even finish what I have given that I'm having to turn it in late.


Modifié par MagicalMaster, 30 mai 2014 - 04:18 .


#39
Thalraxal

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I'm nowhere near being able to release something for this round.  That said though, I'm up for the next ABC and I'm hoping that I'll be able to join up before its half-over.



#40
CaveGnome

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At last ! Whack-A-Hole Alpha version 0.5 released !

 

 

 

http://neverwinterva...dule/whack-hole

 

 

Well, this is a simpler version  of what i had in mind, but something is better than nothing... :-)

 

 

CG


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#41
rogueknight333

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I'm nowhere near being able to release something for this round.  That said though, I'm up for the next ABC and I'm hoping that I'll be able to join up before its half-over.

 

Once submissions for this cycle are in, I will attempt start discussion as to when the next should begin, as well as on thoughts as to how it should be organized now that people have some actual experience with the current rules, so stay tuned.

 

At last ! Whack-A-Hole Alpha version 0.5 released !

 

Congratulations on having the first submission!



#42
rogueknight333

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We are well past the due date now and only one submission has come in. So far as I can tell everyone but Cave Gnome gave up at some point? If you are still planning on releasing something late I would appreciate hearing about it.

 

I hoped to have more submissions before assessing this, but here goes:

 

Cave Gnome's points: 200

 

Broken down: 100 for a submission, +10 for using a recommended theme, +15 for using a theme from both lists ("Summoned" adventure seed + no more than one hak), +25 for being submitted on time, +25 for respecting CC limitations, +25 for not having game breaking bugs (at least, I did not come across any on my playthrough, might have to consider that one provisional in case someone else finds a serious bug).

 

Currently no one else has any points.

 

My brief review of Whack-a-Hole (trying not to be too spoilerish but not certain I will be 100% successful at that):

 

A short adventure presenting the player with some rather unusual problems that might require him to think a bit rather than just charge in and try to kill everything in sight. While the player is by design thrown into a somewhat confusing situation, my main criticism of it is that it just might be a little too confusing: it really puts the burden on the player to figure out what is going on, find hidden content, and figure out how various customized game systems function (or, in other words, now that I have played it, I think it would definitely benefit from having journal entries or something of that nature to provide some additional hints and exposition). That said, even without such aids, I was able to find some hidden things, defeat various enemies (mainly by indirect methods) and escape to complete the module. Note that it can definitely be helpful to play a rogue or other character able to move about stealthily, pick locks, and set traps.


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#43
MagicalMaster

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I'll see if I can rally myself out of my depressed building stupor since I wasn't able to get my module done on time by June 29th.  Might finish it in a day or three, I guess, haven't touched it in nearly a week at this point.


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#44
Zwerkules

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I have nothing to submit. It's very unfinished.



#45
CaveGnome

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my main criticism of it is that it just might be a little too confusing: it really puts the burden on the player to figure out what is going on, find hidden content, and figure out how various customized game systems function (or, in other words, now that I have played it, I think it would definitely benefit from having journal entries or something of that nature to provide some additional hints and exposition). 

 

Note that it can definitely be helpful to play a rogue or other character able to move about stealthily, pick locks, and set traps.

 

Thanks for trying WAH, rogueknight333. I will add journal entries, finish the gnomish contraption and will perhaps make things a little more difficult for rogues. I want to add a more evolved CC version (probably using a TAD creation) to the "no hacks" module (july at best).

 

CG



#46
rogueknight333

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Might finish it in a day or three, I guess...

 

I will look forward to it if you can manage it.

 

I have nothing to submit. It's very unfinished.

 

Sorry to hear that, but I understand that it can be hard to do this and still keep up with other priorities.

 

I will add journal entries, finish the gnomish contraption and will perhaps make things a little more difficult for rogues.

 

Up to you, but I am not sure if you should be making it more difficult for rogues or easier for other classes. Admittedly I did not actually try it with anything else, but the impression I got was that it might be very difficult for PCs without at least some of the skills mentioned above.



#47
MagicalMaster

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CaveGnome, I'm feeling extremely stuck in Whack-A-Hole, sent PM with playthrough so far and feedback.

 

Regarding "A Peremptory Summons," I've been waiting for some feedback from two people but I'm just going to release it tomorrow if they don't get back to me, already nearly a month "late."  Taken the time to add some new systems and improvements that don't affect balance or major aspects of the module.  Should have just released the module a month ago though I'd probably have had to nerf it from the stage it was at, too difficult for many builds.  Should be better tuned now in general, I hope.



#48
CaveGnome

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CaveGnome, I'm feeling extremely stuck in Whack-A-Hole, sent PM with playthrough so far and feedback.

 

Regarding "A Peremptory Summons," I've been waiting for some feedback from two people but I'm just going to release it tomorrow if they don't get back to me, already nearly a month "late."  Taken the time to add some new systems and improvements that don't affect balance or major aspects of the module.  Should have just released the module a month ago though I'd probably have had to nerf it from the stage it was at, too difficult for many builds.  Should be better tuned now in general, I hope.

 

Hello MagicalMaster,

Thanks for your interest in WAH. I made you a PM reply. Hoping it will help unstuck you.

 

Waiting for your new module release with anticipation :-)

 

CG



#49
MagicalMaster

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Thanks, CG, will give it another shot.

 

I *think* I managed to fully iron out the engine side bug here but being very cautious about quintuple checking because it's a game-breaking bug if my workaround isn't 100% reliable.  Hoping for a release tonight, possibly tomorrow, depends on how much time I have to test and test and test.



#50
MagicalMaster

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I've withdrawn the submission.


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