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Post by Badwater on Feb 8, 2011 19:00:02 GMT -5
I am currently working on the Valahna outside areas. There are 6 or so areas that do not include interiors. Right now I'm finishing the sewer and underground areas. After that I will build the outside areas for Northport, which will be a large commercial center on the coast, and the largest of the human cities. Northport will be the jumping off point for travel to any islands or major ocean voyages elsewhere. After building the outside areas I will build interiors. I already have some ideas on interiors based on the political and economic characteristics of each of these population centers. I have some ideas on quests and I'll be talking with Lanthar (hopefully by the weekend) to make sure I know how quests work with the things he already has in place on Talus 1 - things like the 30-day reset, ECL hits, and the like. With quests I don't think I'll be using the journal at all. It's onerous to use and quests built with the plot wizard and journaling are forced to be simplistic, and that's not what I want out of quests. I want to create quests that introduce you to the places and people nearby, that center on race and/or class, or that provide choices based on what the player does; the choice of good vs. evil, and law vs. chaos. The cities built thus far will then need to be connected; by braving perils traveling through wilderness, or by more expensive (but quicker) means of traveling by coach, boat, or airship. This will be in place when these cities are completed. Expect that your very low level character will not be able to afford to hire transportation! That will be one of the benefits of higher level, and more gold. After that will be the lands beyond! The forest where Wood Elves dwell and barely tolerate intruders...The city of the gnomes, with their strange love of gadgets and magic, and an almost utter disregard of what might happen if their things get in the hands of the wrong person...The high mountains outside of Hammerfall where giant creatures are rumored to lurk...the far west lands, west of Valahna, west of the elves, further west than anyone goes, save the greatest of hero or the most outlandish of rumor, that place where death and undeath are dealt to those who cross the shadow of the............well, you'll just have to find that out, won't you?
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Post by Badwater on Feb 14, 2011 4:51:56 GMT -5
Tonight I've been working on Northport and interiors for the major towns/cities. If I'm able to, I'll be completing most of the major interiors tonight. We shall see.
I'm totally looking forward to jamming y'all that are on autopilot and running through these citites. It's going to happen - I WILL surprise you. ;D It won"t be in just the towns, either - you're going to have to use your wits and the PAW to get anywhere. And I defy anyone to create what I'm going to. Even given the relative primativeness of NWN, you are in for an adventuring treat. I don't care who you are or if your notion of what is great is what is new...even Shakespearean sonnets, in their rigid structure, may be made fresh. T2 is going to be an excellent alternative to T1.
Tonight or tomorrow night I will work on the transportation situation and I will begin filling in the blanks, as it were.
I have some interesting ideas on the socio-economic situations in the major cities and towns and will be working on quests next to really bring things to life. But before that happens I will be playtesting basic areas and encounters.
I was asked when I forsee T2 coming up. I think it's going to be within the next month.
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Post by Badwater on Feb 24, 2011 18:43:57 GMT -5
Tonight my security job was called off because of the bad weather out here. I have to stay up tonight and maintain some congruence with my schedule, so I guess I'll just have to build. Tonight I will work on the multiple entry points - I have something in mind that will allow the addition of starting races in settlements that haven't been created yet and keeps conversation and scripting resources to a minimum. After that I'm going to work on low level areas around Valahna, and get as much done as I can with interiors on the major cities and towns that I have thus far.
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Post by Badwater on Feb 25, 2011 7:45:53 GMT -5
In preparation to do interiors, I'm having to import the merchants that have been added to T1. I'll put together a quick merchant test to make sure they are working on T2. Well, in the process I have to fuss with the Item Activate and Module Acquire events for the module. Turns out I had not added the PAW functions to T2 so there was no way the PAW was going to work. So ... I've spent almost 2 hours looking at why the PAW and PC Scry were not working concurrently. Time spent was not a fruitless task, however; they are now working together on T2. I have a theory why and I'll test it on T1 at some point but for now I'm still working on T2. Might look at T1 in the next couple of days while this is all still fresh but first I'm going to test basic merchants to make sure that what is working on T1 is working properly on T2 as well. Then it's off to the races to build shop interiors and place merchants in the cities.
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Post by Badwater on Feb 28, 2011 14:34:29 GMT -5
Modified Adrift Between worlds to adopt players being able to start in different cities based on their character race.
Working on some logistical things and testing player creation.
I'll be continuing interior work and will have merchant testing done by tonight.
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Post by Badwater on Mar 1, 2011 14:35:40 GMT -5
I have hit some sort of snafu on the multiple entry points that has me baffled so I'm talking on the Bioware boards to try and get some feedback that will resolve the problem.
In the meantime I will work on interiors but this little scripting issue takes precedent. Fortunately, NWN still has some dedicated folks out there, especially on the scripting front.
More later when it's resolved.
*EDIT* Multiple entry problem is resolved and all is working nicely.
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Post by Badwater on Apr 24, 2011 5:20:53 GMT -5
I have changed the scripting of the door closing scripts - it is now 30 seconds for a regular door to close, and sixty seconds for a locking door to close and lock. This will go into effect in the next update.
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Post by Badwater on Apr 25, 2011 22:04:06 GMT -5
Valahna and the surrounding areas are coming along and this week I should be ready to upload a bunch of Valahna and Hammerfall areas to T2. What that means is that the areas are about 90-95% completed when uploaded. I then test the mechanics and can playtest them at this point.
I've been doing my building on a creation module so that I can make changes and saves that go quick. Very soon I should have about 30 or so areas going into T2 (with many areas being interiors that comprise 4-10 additional areas within the larger area). So there's a lot of content that's going in relatively soon.
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Post by Badwater on May 1, 2011 3:06:32 GMT -5
Not much has happened the past two weeks; I've been spending all my time trying to get over a cold. All I've been doing the past few days is sleeping and I think I'm doing better today. I'll be doing a few things tonight and tomorrow but will be looking to get more done later in the week. Unless my cold comes back. Again.
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Post by Badwater on May 6, 2011 7:06:07 GMT -5
Talus 2 got some new areas today. I spotted some African safari type creatures that work nicely with a section that I had in mind, so I've created some areas that give reason to CNR Lions existing. By the end of the weekend Valahna should have enough content to upload, test, and get most of that finished. I am close to having enough to get started doing some playtesting next week, if I have a productive weekend.
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Post by Badwater on May 22, 2011 15:28:43 GMT -5
I have completed the basic outdoor areas between Hammerfall and Northport; that is, the route that gets you from one to the other. There will be, or already are, tangents along the way.
I have to finish one more area and then I will direct my attention to the issue of teleports not resetting when resting with the PAW.
I will then get Hammerfall closer to being ready for testing (it's very close right now) and work on the basic Northport interiors. Northport will take a bit of work, because I have a few specific ideas for it. Also, it's a big city so there are many layers to the activity going on there.
After that will be outdoor areas connecting Northport with Crescent Bay. Included is the beginnings of the transportation system, for those who wish to pay to get places faster than on foot.
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Post by Badwater on Jun 5, 2011 10:03:21 GMT -5
Talus 2 now has a transportation system. I've modified a download off the vault to be able to do more than the original download, such as charging gold to use transportation, and to only allow players to use airships if they have the gold and are higher than level 12 or so - I haven't decided exactly the level, but PCs will have to be double digits or so to use the airships. I may also have a portal system, but we'll see. In any case I have something in place that will work very nicely for all modes of transportation and avoid creating individual scripts and conversations for every place and type of transportation.
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Post by Badwater on Jun 13, 2011 11:40:26 GMT -5
We're waiting on fixes with the resting bug on T1 & T2 but that's not stopping progress on T2. Today I imported the spell nerfs we have implemented on T1. There's also some other overrides on things like traps and I'm looking over those scripts before importing them. I'm only importing scripts off of T1 that I know without a doubt we will need.
Today I uploaded more areas. I want to get the major cities I have thus far going and integrated and I can do some basic testing. I've been testing things thus far because I don't need the resting system to be working properly to test stuff on T2.
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Post by Badwater on Jun 26, 2011 17:28:30 GMT -5
I almost ready to upload the island areas I've been working on. I just need to adapt a quest that is on the island, and I need to have it on T2 to see if it works.
One neat feature of these areas is that there's a script for the party to get some xp when a lock is successfully picked.
Pickers and parties will have to pay attention when it comes to picking locks. Sometimes there won't be any xp. Many times there will. And other times, picking a lock means you get chaotic points. You'll just have to be aware of the surroundings and pay attention to signs or NPC conversation.
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Post by Badwater on Jul 2, 2011 15:02:19 GMT -5
Talus 2 now has 50 areas uploaded. This does not include several major cities and some related areas.
Tonight I will finish tweaks of uploaded areas to test questing, and try to get the major cities ready for uploading and testing.
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