Saturday, February 14, 2009

Just a Bit of Blood and Gore

I have been working on one of my interior areas and have started creating a makeshift infirmary for a handful of refugees. They are severely to mortally injured and are being cared for in their last few hours of life. Thanks to Camb's Placed FX Factory the floor is covered in the blood of the injured and dead. When I went to place the NPC I was very disappointed. They looked healthy, happy and no where near dying. So. . .



My initial attempt was to create some type of visual effect to make the NPC bloddy. After spending way too much time I have discovered while I can change or combined effects, creating them is something entirely different. So cutting my loses and ditching what I had been working on I took another approach. The next thing to try would be making MDB. I would have less options then with the visual effect but I felt confident that I could pull this one off. I took the player heads #1 for the male and female model and the cloth armor #2 for both sexes. I made copies of the MDBs and their associated diffuse textures to modify. Using MoTB blood placeable DDS I was able to create a horrific set of blood splattered MDBs. Placing the blood took several attempts, the biggest issue, especially with the faces, was to avoid too much blood near or along the center line because it created a perfectly symmetrical blood splatter that just looked wrong.

During play testing I was happy with the look. By using the player heads I was able to give each NPC a different hair so I didn't have a massacred group of twins and triplets. For the hair I used a base of dark red to create the look that it was matted down with blood. I am very happy with the proneb animation. The breathing while I assume was done for a sleeping looks to be agonal breathing as the NPC lays there covered in blood. For sound sets I could not use the usual choices so I created a male and female set. Clicking on one and their greeting is "Don't have much time left. . ." and the other is "I've life in me yet. . .I think." The rest of the sounds are all pain grunts and groans.

Here are several of the screen shots.







Another thing that I did unintentionally was that since I copied a player MDB the bloodied heads are available at character creation. Initially I was going to look into changing them but who am I to say you can't play with a beat up and bloodied hero if you want to.



Tuesday, February 10, 2009

The making of a sword

I am working on one of the three final areas that I need to complete. Below I have a blacksmith who will be an important NPC to the story. What started out as a simple walkpath turned into a something a bit more. I wanted to show the smith creating a weapon and have him actually moving the weapon through the process where the player could see the NPC moving from step to step with the appropriate animation with sounds happened at each step. The final part of the process was adding the sword. I had three placeable swords, one for the fire being heated, one for the anvil and the final being cooled in water. I also had two swords in the blacksmiths inventory, one with a heated blade and the other cooled. The blacksmith equips the appropriate blade as he walks between the waypoints then a the sword placeable appears and disappears at each waypoint. So between the five swords only one is visible at a time.

For the placeable swords I was hoping for a function similar SetScriptHidden() for placeables but that doesn't exist. So after several different tries I set local locations on the area and used those to create the swords on and then would destroy them. First I was using an on client enter to set the local location but then I was concerned that walk paths may run even when the area was not loaded like heartbeats so at the start of the walkpoint script I identified the three swords objects, if the object was valid I had the script assign the location to the area as alocal location.


Here is the start with the blade heating in the fire
While the blade is heating the smith shovels more coal to feed the fire

The heated blade is removed from the heat and carried to the anvil

Time for some hammering. The smith equips a light hammer for this.

The sword is removed from the anvil and the still hot blade is move to the water basin

The sword appears in the water basin in the upper corner with some nice hissing sounds

The cooled blade is carried back to start over again.

Saturday, January 17, 2009

Just a Saturday Morning

Storm of Zehir is complete.

While it was a fun game it is definitely light on story and interactions but I am not going to repeat my last post. I have moved my party to Indira's Trial and Terror and bumped up their levels and upgraded their gear. My first attempt was just with my level 18 party with out improvements and I quickly proceeded to have my party ripped apart in one horrific moment.

Spent a better part of a day and a couple of pots of coffee while I updated all the 2das for Risen Hero to work with SoZ and Kaedrin's PrC. For the most part I have very few conflicting lines and was able to copy and paste. The placeables and packages where the only two 2das that I had to change the lines. Changed all my on enter scripts to on client enter. Removed all speak triggers that the player would have jumped into on a new area and used on client enter to start the conversations. Updated the handful of placeables that lost their 2da line number to SOZ content and my companion package change scripts.

I will still be forcing certain classes on the companions and not allowing the player to choose how to advance them. In trying to create companions with more personality I want them to be their own character and mostly control their class progression. With influence and how some events are handled within the game additional class options will be opened. I don't know how this choice of mine will be received but I think it is best for what I am trying to create. prehaps I will create a poll to get some feedback.

The death system was surprisingly easy to implement, just a check True/False. I do need to come up with some type of rasie dead item that will make sense with the story.

I have been also been working on load screens changing and editing them in paint.net. Belowing I have two finalized area. The first may be recognized from an earlier post when I was fooling around with the sepia setting.





This final group of screen shots are from the work in progress Tentacled Horror. The wraith body has been dropped and changed to the yaun-ti guardian tinted dark purple/blue. It has gained a more fluid movement with the yaun-ti and no longer does the big spin in circle attack that the wraith would use.



Slithering through the door way.



This is how most of the test go with my would be adventurer being ripped apart.


I have also been working on my design document in attempts to get just a bit more organized.

At 80 pages I have only three more areas to write up. What I thought would be an easy task of really just collected and consolidating a bunch of stuff has turned into a rather large project. Between plots, side quest, NPCs area descriptions and a bunch of other things I have cranked out massive document. It's length is a bit exagerated as it has embedded spread sheets and uses at lot of bullet point outlines that eatup space.

Tuesday, December 30, 2008

The last kid on the block

Storm of Zehir

Spent most of the first day installing, updating then downloading plugins and what not. Discovered a number of plugins that I didn't even know I had and never used. When loading up the toolset I received two nasty error messages about the non-updated plugins. I decided that since I had no clue when or why I got them that I could probably do with out them.

I won't spend too much time talking about my opinion of the game since I am a month late and a number have already written up their thoughts and the debates on the vault and such. But I can say that I found some parts very interesting and others disappointing.

The biggest short fall for me is the conversations. With the right characters in the party I can pretty much do everything or at least have the option to with the first play through. I find the conversations to be shallow and unbelievable. The interjections could be nice in some areas but being able to have the main conversation with every character is difficult for me. I guess I would prefer some check on the main conversation nodes so that only the party leader could move the conversation forward and the party members could jump in with their skills/race/class/etc to help the party leader. I also miss the cutscene views with the lips flapping and the flamboyant arms waving around. The cohorts are also disappointing with their conversations. I have a dinosaur druid guy who could have been used to introduce a bit more of the land, lore and all that stuff since this is a new location but instead I can tell him to either leave or never mind. All the cohorts have this two line option and offer you very little information about their back story, history of the land or the story in general.

The overland map is fun but a little overwhelming. After a few hours of play I decided to download E.C. Patterson's SoZ Overland Encounter Reducer (BETA). I have been going with the 50% now that I am up to the Sword Coast I think I may drop down to 33%. I do like the idea of the overland map and how it is implemented, the skill checks and movement speeds changes. I see a lot of potential for the community with additions and modifications. Some of the areas off of the world map seemed slightly pointless and very small. Other then bragging points for beating the snot out of a dozen odd monster there isn't much that these areas add to the game. Most of them have no story behind them and have little effect that I have seen on the story in general. Slightly different point but why do all the jungle town's all have the same common room in their inns? I know that it saves time to duplicate an area but that little effort is definitely noticed in game play.

Some changes I have been think about while wandering the overland map are adding more factions to the wandering monsters and linking the random locations to the wandering monsters. Right now the monsters only attack the player's party and the guards walking the roads. I think it would be interesting to add in some food chain and territory battles between the monsters. Giant spiders would probably be just as happy to eat a group of kobolds as a group of adventurers. The random areas could also be linked to the monsters. If the player wipes out a couple of goblin caves there should be a noticeable decrease in the number of goblin encounters on the world map. So as you take out more bases you make the map safer to explore. While an area is still untouched by the player there should be a higher chance for that monster in the perimeter around the base. Those encounters would also protect their territory from wander monster that could be deemed a threat.

So there are some of my thoughts. I am sure that some of this could be done but honestly I haven't even looked at any of this in the toolset or any of the scripts that handle this system. I am just trying to explain why I am wiping out all these random caves and ruins while trying to provide some benefit other then just experience and some loot.


What about Risen Hero?

It will not be using the party conversation and it will remain a single character game, the additional party members will all be companions that are created for the game with hefty conversations. The world map will not be implemented in the current work but there is always the option in future stuff.

I don't have a screen shot but I have been playing with the Tentacled Horror, replacing the wraith with a tinted black/purple yuan-ti guardian. So far I have only done it in the toolset but I like the look and will need to run a in game test at some point. Once that is done I will share the results and screen shots here.

I have been slowly working on the wrapping up the conversations on the third module while trying not to get too much into the area design for the fourth module. For my news years resolution I have decided that I need to get a bit more organized with my modding, I don't want to end up like one of the Lost that appeared in my Halloween module. The week before Christmas I started to gather all my notes, spread sheets, diagrams, multiple word documents and random thoughts I haven't written down and consolidate them together. So far I have a 19 page document that is steadily growing but having everything in one place will definitely help wrap this up. If everything goes as planned play-testing should start in the summer some time, which will be about the two year mark. But there is a lot of work to do before I even get back into the toolset. I need to begin the process of updating all my 2das with SOZ and Kaedrin's PrC pack. At some point I also need to start creating HAK packs, up until now I have been using the override with multiple folders to organize everything to make updating and adding material easier. I also want to look at the death and bleeding system and possibly implement that, but I will need to check the balancing and adding raise dead stuff for the starting characters.


Well there it is my epic post.

Wednesday, November 26, 2008

Taunts and Tentacles

Not much of an update as I have been working on conversations and such. The last cutscene for module #3 is about halfway done with the conversation script completed for it.

The Taunt-like feats have also been scripted and add to the spells and feat 2das. Still need testing and what not. There are six feats total each with their own modified icon (tinting, contrast and other tweaks). They all use a will check, many use a combination of taunt skill with another skill then each has unique effects.
The penalties and duration will be based on the taunt skill. With every 5 ranks in taunt the penalties will inflict another -1 and add +1 rounds to the duration.

Lineage Mockery:The ever infuriating insult to heritage, ancestry or anything that the varied races of the FR hold dear.
Taunt skill
Penalties: AC, to Hit, Concentration

Desecrate Corpse: A horrid and vivid description of what will be done to the enemies corpse after the battle trying more to instill fear then enrage the target.
Taunt and Intimidate Skill
Penalties: to Hit, Saving Throws, Skill Checks
Chance to instill fear into the
target

Sarcastic Spellcasting Mimicry:
The taunter does an amusing imitation of spell casting. The real trick to this taunt is the taunters ability to take the incantation of spells and twist them into horribly insulting or obscene rhyme that the spell caster can't get out of their mind while casting.
Taunt and Listening Skills (need to hear the incantations before you can make fun of them.)
Penalties: Concentration, Spell failure 10+taunt rank%

Belittling Cat-Call:
Useful against both the opposite and same sex, no one likes unwanted suggestive comments from an ugly half-orc (except maybe another ugly half-orc).
Taunt and Spot Skills (Spot used to see the physical attributes and the reaction to the comments)
Penalties: Same as mockery
Makes target switch to melee weapon and charge taunter. Good to pull attackers off of weaker companions or bring archers and spell casters into battle.

Absurd Accusation: This is a bluff and taunt skill and deals more with confusing the target then enraging them. A comic version of this would be the Frenchmen in Monty Python's Holy Grail, "Your mother was a hamster and your father smelt of elderberries!"
Taunt and Bluff Skills
Penalties: AC, Saving Throws, Spell Resistance
Chance to daze the target as they try to figure out what you just accused them of.

Obscene Taunt: This will be a group taunt, with either an AOE around the target or a cone area from the taunter. The words and actions of the taunter are so insulting to most anyone or anything they all attack in a blind rage.
Taunt Skill
Penalties: Same as mockery only a group affect

Below are some screen shots of the tentacled horror from the last post. The exterior area it was shown in for testing just didn't fit the creature.When I finally get SOZ I will likely try the yaun-ti aberration in place of the wraith.





Thursday, November 6, 2008

Back to Risen Hero

The Community Halloween Campaign is out and getting a lot of good feedback. That was an incredible accomplishment by all involved. I am definitely glad I was able to be a part of it. It was also my first mod release on the vault and a very encouraging experience. I do have to admit that so far I have only made it through about a third of the houses but I'm making some slow progress on the rest.

I am back to work on Risen Hero and the last month has been very productive after the summer slump.

The campaign is now fully compatible with Kaedrin's PrC Pack v1.33. I will have to update with future releases as they come out and yes I am already behind with release v1.34 but it will get done. Fortunately none of my custom content was in conflict so it was fairly easy to combine the 2das. The added classes and feats are a lot of fun. The final release will include this material as well as Tony_K's AI.

The conversations (The most dread part of modding) and most of the larger cutscenes for mod three are completed. Only 2 move larger cutscenes need to be put togther then several small converstions scattered throughout need to be completed.

A new companion will has also been added. Originally he was just going to be a henchman to help out in a battle heavy area, however, as I developed his character he was just too much fun to have only in one area. He is a half-orc barbarian/thug (taking advantage of Kaerdrin's new base class). My plan is that he will be far from a cliche tank. He will be a powerful fighter but will be an expert taunter. He is be that obnoxious guy who as the talent to enrage just about everyone he meets. He is able to throw insults and say it with just the right inflection and sarcasm to set anybody over the edge. While in the party he will have no problem interjecting in a conversation dashing any chance you may have had of talking your way out of the fight. The taunt skill is hard coded so he will receive special ability feats that will have taunt like abilities to use in combat. These will be given to him either when he is in the party at a specific time or encounter or some will be influence based and given during conversations with him. These taunts will increase in ability and have additional effects other than the standard taunt penalties.

I have gotten some great feedback about this on the bioware forums.
http://nwn2forums.bioware.com/forums/myviewtopic.html?topic=654922&forum=111

Following the tutorial put together by Shagret's A Texture Tutorial, By (Semi)Popular Demand. I have created some visual effects for some of my custom monsters so they aren't just scale and tint jobs.
So far I have created one glow map for a flesh golem. I was trying to give it more of a freshly pieced together corpse with blood and oozing through the stitchings and connections. In addition to the glow map I took the mummy dust and made it a nice dark red and slowed it down to have a nice blood dripping effect.







By having the dripping attached to the hands it gives a nice splatter effect during the attack.

Here is the description from d20srd.org.


Once I started playing with the visual effect editor and gaining more confidence with it I went on to create this next aberration. It has tentacles attached to both it's hands and the spirit eater to it's back. The black cloud on it's body is mainly there to help hide/smooth the added effects but with during attacks and damage some of the tentacles will appear to be floating in mid-air. This creature comes from the converted monsters on enworld.com





This is how my level 5 fighter fared against it.



The third module is about half way complete with the bulk of the remaining work being conversation and starting to script custom taunt abilities (once I decide on what execptly they will all be). It is nice now that I can definately say I am on the down slope and the end is getting closer.

Tuesday, September 30, 2008

Done

The Halloween module has been completed!

It's been turned over to Bouncyrock for them to work their magic and create the neighborhood.

Before I truly return to working on Risen Hero I am playing through The Subtlety of Thay. I just finish replaying chapter 1 and I'm starting the new chapter. I am using Kaedrin's PRC pack with this play through and there is just a crap load of options for character development.

I started the introduction conversation for my third module, it is a companion interjection after a narrow escape. It will be a short conversation but is fairly important one for setting direction and mood. It has turned into a large undertaking in Patience and mapping. There a five possible companions and non are required. Interjections for this conversation will be random, who starts it and their responses will be different depending on influence (positive, neutral and negative) Then other companions will interject their opinions depending on how their relationship is with the initial companion and influence to the player. So what will liking be seen as four maybe five lines of conversation (not including the PC responses) will actually be a huge conversation. But first I must finish my battle with Thay.