Monday, February 8, 2010

Wrapping up the areas

Wrapped up another area today. Just need to add 2 encounters with RWS oozes, to call it complete. At this point almost all the area design is wrapped up. The fortifications may need a little added here and there but other then that I think it's good. There are a number of conversations and scripts that need to be put together, but a player can now travel through fun scenic areas from start to finish. This leaves 4 areas to write conversations for and script up.

The latest area completed is the ooze cave. There the player will get to fight acid blobs, a black pudding and one of my least favorite oozes from Baulder's Gate the Mustard Jelly. I found a script from NWN1 that seems to be working to make them split with piercing and slashing weapons. I have written up a rather nasty acid attack and damage script for the acid blobs and the pudding. These acid scripts will destroy armor on attack and weapons on damage. The blobs being a lower level ooze will destroy mundane items while the pudding will destroy everything but plot items. When the ooze attacks it first goes after any shield and once that is destoryed it will try to disolve the players armor. When attacked it will go after the main weapon while ignoring the off hand weapon. These will be optional battles so those who can't stomach the risk can avoid it but the spoils of the battle will offer the player some unique items and stuff.

The scripts use a a reflex save to avoid the corrosive acid. Each ooze has a different DC. Higher level oozes obviously have harder DCs. If the player fails the the reflex save their weapon if they attacked or their armor if the ooze attacked will have to make a save or melt away. The more powerful the weapon the better chances it will have not to be destroyed. I loop through the item properties adding +1 for each property. In the items properties there is a variable for how many times the weapon has been exposed to the acid (failed reflex save but didn't get destroy).

The save is d20+#of item properties vs ooze DC + number or exposures.

So eventually if a player has very bad reflex saves they will add so many exposures (weaken the metal) that the save will be impossible and the weapon or armor will be destroyed.

One thing I have been thinking about is the current system doesn't take into account what the enchantments are. A +1 sword and a +5 sword will have the same chances with the current script. Next time at the toolset I will likely look at the item cost and set up different multipliers so that more a power enchantment or combination of enchantments will have a increased chance of standing up to an acid exposure.

The next focus of modding will be the conversations for the champion battles and the Bluff/Diplomacy routes through the fortification then the conversations for the sneak route. I am trying to focus on the conversations as this is the most time consuming and most dreaded part of modding. Once those are done Scripting should move fairly fast. Now time for the screen shots, these are from the ooze caves. The hope is that the lighting looks like it is from a green phosphorescent moss. The area lights are all set to 0 intensity so it is pitch black. The light points are randomly placed throughout the area ,all a different heights and have a very slow flicker with a low variation. The bloom is set so it emphasizes any color but doesn't cause any substantial blurring/distortion effect.




This uses the cave tile 05. The light green on the floor is normally a light grey/tan stone



The mushroom here is a liberty cap from Wyrin's foraging system and the trapped thing on the left side is a brown mold.

1 comment:

Lance Botelle (Bard of Althéa) said...

Hi,

I like the sound of your creature AI scripts. Any chance of posting them or uploading creature erfs to the Vault when done?

Why not work saving throw for an item purely on the value of it rather than for each property anyway? After all, one could argue that some "benefits" take less magic to enchant (also reflecting the cost to do so) and are, therefore, less resistant.

This would also take into account other variables of magic such as differences in benfits they may have. i.e. +1 save verses Will is not as good as the item with +3 save verses Will. Therefore, I would have thought the latter had a better chance to resist the acid.

The problem you will have, however, is determining the value cut-offs for each increase in benefit to save. I would keep it simple and add a multiple for each value category of say, for example, 500 gp? (I have changed the value of items in my campaign and so I have lost touch at how each magic benefit may affect its price.)

And your screenshots with lighting look great. I wanted to do something similar with fluorescent fungi, but I feel about area designs as you do about writing the conversations. ;)

Lance.