So this module will be specifically to show off some of my unreleased models, as well as my minis tilesets.
If you have worked with me before, you know I have a lot going on, but over the last few months, I've had more than usual. But in between I've been working on a special half scale tileset idea where people are 3 feet tall, not 6 feet tall. It requires that a lot of creatures be rescaled, or even redone, but what a great opportunity this has been to try my hand at more simple models, especially when altering animations.
What I plan to do is release a tiny adventure as a display of the tiny tiles and tiny characters. I'd like to start people off with my upcoming module featuring the young Drow god, Selvetarm, and a strange cast of other adventurers, as they explore a demi-plane floating in some unknown astral-like space. It will be single player, mostly linear, and fairly short, as it is just a single module of a much larger story line I've been holding back for over 10 years. It started as PNP notes back in 1997 and has made it to campaign status twice for a year each. I even wrote a novel for NaNoWriMo a few years ago based on the first few modules I am now finishing for NWN.
This will give me a great proving ground to display large battles and fantastic locations. Being smaller, the characters don't need as much articulation, so I've removed the hand, merged it to the arm, and dumbed down other parts of the body. At the same time, Ive created a fully working system of simple base skins, with all location parts now being overlain. It looks sweet, and seems to be the method a lot of games are currently using, but I am keeping it visually hush hush at the moment. Certain people cannot see, and they would on here.
I've stepped backward on the creation of individual character detail, removing all the jiggly bits and extra mechanics I had previously added, especially to the female chest, and the male bicep area, but keeping a bone structure which can still make use of those GMAX scripts at a later date. I'm going retro.
You have a base skin which is always on, which includes almost every part of the body, including underclothes, face, etc. I've removed the cape slot and it is now used as a part B skin, which may contain a cape/cloak, but is not cape/cloak only.
The helmet is also unique now, not interfering with the head or hair, for any sex, class, or race. Hair is adjustable as a style now, similar to helmets, for when you really do want to be more creative with your character.
All other armor parts go OVER the first skin, or under the second skin.
I've also restored my three phenotype idea from a few years back, but since this module will be linear, you'll be playing with world characters, viewing the world from their point of view, not the point of view of your unique character, so the characters will derive from those three phenotypes.
The majority of NWN mechanics have been entirely changed for this series of modules, and you won't have any interest in moving these characters to another server, ever. They simply won't work. For instance, the game now dynamically switches you to an entirely different character with different stats when you move from one view point to another. There are 6 playable characters in the first module. The second module introduces the module 1 town as a character, and the skills and feats you take when playing that character improve the surrounding area against enemy factions. More playable characters arrive at each module, and you can even play the "opposing" "team" instead of the module 1 units.
This is no orcs vs dwarves stuff. This is much more in depth, as both teams struggle to figure out what is even going on, and collect allies.
So you can tell by the description, this isn't completely about the tileset, but also about showing people what you can do with the 2da system. It is amazing when you really get to playing with that. You can change almost everything about NWN.
I may release a few pictures as the summer drags out, but for the most part, no pictures of the characters, character body models, or game areas, will be shown. You may see abstracts, or blanks from GMAX.
At, or just before release of this module, I will release all the monster character animations I have been working on, as low end replacements for existing models, as well as for new animations I'm certain you will all enjoy.





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