Friday, March 19, 2010

In the words of gold five "Stay on Target"

So here it is:

All the conversations for one path for the fort infiltration have been completed. You can now taunt and jeer goblin, orc and ogre champions into single combat. At least in theory. The conversations are done but I am holding off scripting until the conversations for all three paths are done. I know once Is start scripting I will go and complete all three paths and still have no other conversations completed.I have to thank the bioware forum members who threw in ideas for taunts and intimidation lines. This set of conversations actually went a lot faster then I thought it would.

With the combat path complete I am trying to get into the dialog path (bluff and diplomacy). The 1st out of 4 conversations is about 3/4 complete. Having 7 companions with a party of 4 (3 companions and the PC) is quite the undertaking. The number of drop throughs to allow almost all different combinations without redundant lines is time consuming. I am trying to create a little bit of banter between the companions and allowing the PC multiple options with these conversations has quickly become a web of drop throughs, links and whatnots.

The 1st conversation set went fairly fast, the second is much slower. I keep finding myself doing different things in the toolset instead of writing conversations. I have put a stop to all new load screens until I send out the Beta for testing. But then I went and started finding custom portraits for the companions and larger role NPC. -If anyone has a good picture of a bald female half-fiend with horns and flaming halo let me know... See previous screens shots; she must be there somewhere. - I also got sucked into creating blueprints. Artechoke's doppelganger and gibberling both needed some blueprints in my toolset even though I have no current plans to use them (and all the areas have been created). Once I was one the blueprint kick I started creating demon blueprints from the fiendish codex. The trolloc models on the vault make a great demon, I just now need some boot models to make humans and tieflings have hooves. but then again none of this has anything to do with conversations....

Monday, February 15, 2010

Items and a Touch of Evilness

MAGIC ITEMS

Magic Stuff is Just Cool
As a builder I enjoy creating magic items. I have a ton of these sitting in my toolset, some have been placed in Risen Hero and others just sit there. So far I have only placed a few +1 items here and there. Instead almost every magic item found has a unique description and I have tried to make the properties generally tie into the description.

So is there too many magic items to be found lost in hidden caves or horded by evil critters.

Maybe. So I have made attempts to add some balance and limitations to magic items.

How to Balance?
One approach I have done is to make an item have both bonuses and penalties. Now a player must choose to sacrifice something to gain something. I try to relate these weakness to the description and the other properties. Some examples would be a massive hammer or warwace with an over weighted end. There would be a massive critical property or a Daze effect on hit but the attack bonus would be decreased because it is an unbalanced and clumsy weapon. Also with the above example an on equip script may be used to sure a player has a minimum strength the be able to lift and swing the weapon. Anther example of the bonus/penalty would also be a fire amulet. The wearer would be protected from fire attacks but vulnerable to cold attacks.

The more powerful items are often not found along the normal plot line. A player must find them through exploration and finding secrets, solving puzzles or completing side quest. The more powerful items are also possessed by more powerful creatures. These battles are often optional and the items are often used against the player before they gain them.

+1 is Just Dumb
As a player I have always enjoyed finding those unique items that have a back story in their description and unique properties. The standard +1 or +whatever are boring weapons. The only generic +something items to be bought will be ammunition and most of the + items found are from the global random treasure scripts. Currently only one store will sell magic weapons and it's stock is mostly just ammunition with maybe 1 or 2 unique items. The main black smith will not sell any magic items, just masterwork and standard weapons made with different materials. That smith is able to work with more unique materials as well that are beyond the players crafting skills. A small number of different items have been placed or planned that the player can bring to him to make unique weapons with. The different items can be made into a small number of different weapon/armor types and once done can't be undone.

EVILNESS

Item Stealing and Destroying
In the previous post I mentioned some oozes. I have a number of blueprints and will likely release these once all the testing is done. But in regards to items I have 4 oozes that dissolve weapons. Two are below CR5 that can destroy mundane weapons and armor and 2 are above CR5 that can destroy most any items. Only plot items and items that have an acid immune local variable are safe from their attacks. My mimic blueprint will steal a weapon but allow a player to retrieve it after the battle. This is an area I want to continue to explore as the game progress. Forcing the player to rely on their character and their skills opposed to having the biggest nastiest greatsword ever made.

Curses What I Have Been Doing Up Until Now
The curse flag in NWN2 is lame.

I have been using equip and unequip scripts for the few curse items I have placed. They have both bonus and penalties. One example would be a ring that increases combat abilities but significantly reduces social abilities. The curse is to prevent a player from equipping the ring during battle then removing it after to remove the penalties. When the item is equipped the the curse flag will be made true. While the flag is true the unequip script will re-equip the item. A remove curse spell turns the flag to false and the item can be unequipped but should it be re-equipped the curse will be activated again.


LET THE EVILNESS BEGIN

That has been the curse system I have been using and there are a couple of items using it, but feeling a little evilier then usual one day I put together a new curse include script that I will be using from here out.

It takes a copy of a normal item with an on acquire and equip script. The item can be anything an on acquire script will run with 2 lore checks. A a higher check will return that the item is cursed and a lower check will return that there is something peculiar about the item. When the item is equipped it is destroyed and a new evil item is created in the slot and is flagged cursed and can't be removed until the curse flag is removed.

The new item can simply be an opposite item, a ring of protect +2 will chance to -2. Or it can be truly evil and be a item with no properties but an on equip script. A fortitude save or turn to stone or even a save vs death. This script really makes most any evil idea possible and adds a bit of risk to equipping random items found in dark dungeons. These items will be rarer then other magic items but they will be included to help off set the other treasure found.

So there it is: magic items, weapon stealing and evil curses.

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.

Thursday, January 28, 2010

Another Section Done

The monastery is complete and I'm one huge step closer to the end.

That area was an extensive area and took way too long to complete. Granted I did do a kitchen and dinning room remodel, make a hide system for the kobold cave and create a small module for the holiday SOZ expansion. There were also numerous other distractions including editing 2das, creating visual effects, load screens and anything else that didn't involve writing conversations. The conversations were the largest task to complete with this area. There are a number of NPCs most offer plot information. Each of the companions have different conversation trees while in this area and I also introduced two more companions. A dwarven cleric and the ever popular power hungry necromancer. I still need to do the final grammar checks and little more editing but the bulk of the work is done.

I have moved onto the final areas, a large fortification and center hall with the end boss. The area design for the exterior is probably about 75% complete, that is just a random guess on my part. This area like every other part of the game has grown in scope. Initially I was going to have a deserter guide you through a secret entrance and after a number of battles you'd reach the boss and then done. However, the more I thought of it the more I didn't like that approach. A group of four people should not be able to take out an army and it only allowed for a limited approach and didn't make full use of the player's character or the companions. So now there will be three paths through the fortification. The party may try to sneak through the fort and create diversions to avoid notice. Failure will be death, once you are discovered the army will swarm and kill you. The second path is bluffing your way through. Trying to convince them that you are mercenaries to join their cause or foreign embassies trying to bribe them not to attack your land. And then the final choice if you don't feel comfortable sneaking and lying you can challenge the army's champions to single combat until you gain an audience with the final boss. The companions you choose will make a big difference with each approach. The half-fiend bard companion will be able to help you bluff while the half-orc taunting barbarian will ruin any chances at bluffing.

Closing in on the heart of the fort.

The placed creatures are currently set to a non-hostile faction while the area is being created, later on they will kill you.


This hill giant is a captive of the army. He is chained outside the slave pen to make sure that no one tries to free or eat the slaves.
The chain is a beam effect that attaches to his back and he is set to immobile and stuck in front of the door.





Friday, January 8, 2010

Another Update

The holidays are done and it is time to get back to going through Risen Hero. I am hoping to be able to spend a fair amount of time working on this over the next two months. The kitchen/dining room remodel are just about wrapped up so that will open up some more time. Over the past month I have done a complete play through and the first three modules are pretty much bug free and working. Had to go back and do a few modifications to the sneaking system. The player is rewarded for consecutive hides and there is a multiplier added for each hide in a row. I ran into a problem when I used a ranger with his hide skill maxed out. For the last save he got over 500 xp for hiding from some wimpy kobolds. With a cap in place the system is working as intended.

I am working on re-organizing myself for the final few areas that need to be put together and wrapped up. These areas have taken far longer then anywhere else in the game so far. Some of that is due to less time spent in the toolset but the time I have been working on Risen Hero hasn't been very productive. I've been jumping back and forth between different areas, conversations, and scripts. I have started going through the fourth and final module starting at the beginning and working through everything. I need to find what is complete and what still needs work and what is just gone or missing. Hopefully everything will come together fairly quickly so BETA testing can begin.






New and improved monsters
The rescaled and tinted balor has been replaced with an actual minotaur and the war dogs have been changed from hell hounds to oversize dobermans.

Monday, November 30, 2009

Going Back to the Beginning.

Having mainly just conversations left to wrap Risen Hero up I had decided to do a play through, mostly just to go through the old companion conversations and maintain the same personalities. I was rather surprised that most of my problems to fix where random descriptions for placeables and creatures of no real importance and a candle that had a flame almost burning off to the side, only like 6 inches from the wick.

Early on in the game the player finds themselves in a kobold's den. You may fight your way through the tunnels and gain all sorts of experience and treasure or one could find a way to confront the chieftain alone and avoid the multiple fights along the obvious route. While doing this play through I realized that a stealth character is really difficult to play. Even the OC sneaking really didn't help against encounters. So I decided that I needed to develope this third route (stealth) through the kobold cave.

I approached this as a trigger based system that would turn on the encounters for hide failures and reward the player for actually hiding so the experience levels should work out fairly close. I need to thank both _knightmare_ and and Lugaid of the Red Stripes for their advice on the making the trigger reset after a certain amount of time.

The idea of the system is the player or companion that enters the trigger must be in stealth mode. The script them cycles through the companions, if they are in stealth mode and within 5 meters of the player they get a chance to help the player. If they succeed either a spot or listen check the DC of the encounter hide is decreased by 1. They character that enters the trigger must make a hide save to avoid the encounter and receive the xp reward.

This script will likely reappear in different areas of the game. The XP rewarded is based on the player's level and number of successful saves in a particular area stored on an ipoint placeable assigned by a local string. I have also included a bonus for the sent feat released with SOZ, it will make it so the player doesn't need to do a spot or listen check.




The script in action

This is the first set of armor the player will find. The second set isn't much better but it is medium armor.

Thursday, October 29, 2009

Congrats to the Alphas Out There

It is motivating see others getting ready to move their projects forward and it gives me hope that sometime soon I will hopefully have this out for the community. Since seeing E.C.Patterson and jclef's alpha post I have found myself working a bit more in the toolset, still spending a lot of my free time working on the kitchen and dinning room remodel. The cabinets are on order then it really should just be trimming out the rooms and the flooring.

With the current area I have started to use the coloring tool more. In my past areas I have used it but generally just adding grey shades to define the terrain. I have been experimenting with using much more colors on top of the terrain textures and I am quite happy with the depth it adds. Making mud look wet, trails from run off and just general muck. I am closing in on the end and I am still discovering new ways to do things. Playing this campaign it will be noticeable as I gained more confidence and abilities in area design and scripting. I have gone back a little to touch up here and there so it would be overly blatant as well as improving or just trashing and making all new scripts.

And the area progresses:

A gate to nowhere good.


A bit of wholesome carnage


Part of the fortification.


Wet mud with the stagnant water in front of the wall



More of the same from the opposite angle.