Showing posts with label Announcement. Show all posts
Showing posts with label Announcement. Show all posts

Monday, July 14, 2008

There be boulders in the air!

Duck and cover!


A whole new element has been added when battling giants. Sure you have a helmet but don't expect it to help too much. Just ignore the ringing in your ears and get ready for the next volley. What is a good adventure without a few concussions and some traumatic brain injuries.

This is also the introduction for the ever popular hill giant. He has returned to the game after being left out from the NWN2 release. He's big and ugly with s huge club and yes he does look vaguely like a half-orc.




Now onto the boulders. . .

First is the hill giant


He lifts


He throws


You find your yourself standing in a pile of rubble

The fire giants animation sucks so he does't have a lot of screen shots. For whatever reason he was never given a casting animation, but 2 out of three giants works for me.


The frost giant doesn't even need to do the overhead hurl, he just holds the boulder at his chest then sends it flying at you.


I sure hope the this guy has a good reflex save . . .

So there it is the Risen Hero boulder throw.

Thanks to:

Tony K for pointing me in the right direction at the start

Dirywick and his post on user defined events on the BouncyRock forum

Little Baron and his Cowtapult! LB's Ballista projectile demonstration

I have a little more testing to do but right now everything seems up to par. Once it is complete I plan on releasing a erf for other builders. It will contain the three scripts: Boulder throw, the giant on spawn and giant user defined events. Three blueprints of the giants with their scripts and variables assigned (yes you get a copy of my outstanding Hill Giant). And spells.2da. It is used for the animation of the projectile. I was unable to find a way to have the boulder fly through the air without referencing a custom boulder spell. The script does work without the 2da, it is used only for the animation CastFakeSpellatLocation.

Wednesday, April 30, 2008

Demo Material on the Vault

I have posted a small demo campaign on the vault. This demo includes the relationship system and feats. I still need to complete the companion conversations with checks when adding or removing members in relationship extremes (hatred and inseparable). There is also the half-fiend as a playable character with racability feats that are given as they level up and the tintable quasit. Several of the half-fiend feats still need some work, one being a blank script and two others still need some more testing, but the half-fiend will now be able to desecrate holy spots. I have an ipoint that if it is is the area of effect it will identify any alters and the script will destroy them then fire off a second script. The second script will be unique to each ipoint so if you go and destroy an alter in a temple of helm all the clerics and paladin will attack you.
I originally had no intention of going and releasing this material separate from the game so there may be issues with reserved lines in the 2das.

http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&id=125000&id=213

Tuesday, February 12, 2008

Campaign Announcement



The Risen Hero Campaign, Chapter 1 is nearing the 50% completion point after a little over 7 months of work. It will be a single player game for a new character. It is slow progress due to the fact that I am the sole designer and writer but progress continues. I would like to thank all that have answered my questions in the bioware forums without the help this project would have been dead in the water long ago.

Campaign Description:
You awake in a destroyed village covered in blood, all around you are bodies dead and nameless. Your memories are gone yet there is no sense of urgency or burning desire to discover your past. You are pulled into an epic journey and battle that extends throughout the realm. You will rise to become a powerful hero against an unknown and growing evil that threatens all.
This first chapter has a more linear storyline that will open up as your character advances in level. You start off in the wake of a destructive army and yes your memory is gone (I apologize to all who tire of this cliche start but some things are what they are and you have no memory . . . deal with it.) Your only guidance is that of a mysterious stranger who tells you to travel east into the mountains. From that point you will be sent off into the big bad world and thrown to the wolves or more accurately the kobolds. It will be generally a story for good and neutral characters but there are plenty of opportunities for evil characters and there will be separate paths for good and evil characters to choose. Those choices will be separate paths not opposite paths. All races and classes will be fully supported.

It is set in the forgotten realm world yet it is a independent story line. I will admit my sole knowledge of the forgotten realm comes from playing computer games starting with the SSI Pool of Radiance. It will make references to some forgotten realm history and lore but won't really fit into any time line. It loosely takes place some time after Icewind Dale 2. On a whim I played an evil party and the power that they obtained by the end had me a little worried for the safety of the citizens of the FRW, so this campaign is my solution of how to stop them after they cause way too much destruction and pandemonium.

The game currently includes:
  • 2 modules (1 complete and 1 needs a bunch of work)
  • 23 areas (keep in mind many of these are smaller sub areas)
  • 5 Companions that may join your party -future post on companions coming
  • A whole bunch of NPCs to talk to and a bunch more scripts and crap
  • Custom load screens
  • Custom load hints
  • MOTB rest system, time system and influence system
  • Currently there is probably about 6 +/- game hours

This is my first module created in the NWN2 toolset. Risen Hero did have a short life as a NWN module but was never close to being called complete. So despite all the recommendations to start small and get to know the toolset I did just the opposite. This method has involved a lot of going back and updating or changing things as new techniques are discovered but I feel the end product will be a decent and enjoyable game.