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#1tryst_91Nov 04, 2003 0:23:14 | Has anyone attempted to create something with the nightmare lands using neverwinter nights? I am in the process of creating a module that involes it but i didn't know how much demand their would be to have it released to the community. Tryst |
#2zombiegleemaxNov 04, 2003 14:07:57 | i think nwn is putting out an official ravenloft expansion, but i don't know any details about it. |
#3tryst_91Nov 05, 2003 0:40:21 | The only expansion so far expected is going to be Hordes of the Underdark, which has nothitng to do with ravenloft but i am sure it will have lots of stuff i could use to supplement my ravenloft mods. There is a guild for nwn out there that is working on recreating alot of the old adventures such as castles forlorn (can't begin to tell you have excited i am about this) but i have tried to contact them to no avail. tryst |
#4zombiegleemaxNov 05, 2003 3:47:09 | Hi tryst. Adaam just told me about you contacting us yesterday. And i wrote you yesterday. Adaam is having to pull out for now due to life being too busy to work on the Ravenloft project. I don't know the best place to contact you. But I did get your messages. No one has done anything with the nightmare lands yet. The development team has been working on tools for everyone to be able to build their own Ravenloft adventures. The tools are almost done. Power Checks We have an automatic system in place for power checks. What happens to a player as they decend into corruption is random as well... and gives the ability of hundreds of combinations. Once you become a Demi or Dark lord, you will end up trapped in a pocket domain (Game over). Here are two that developed while playtesting. http://www.rpgfortress.com/gallery/darklord.gif http://www.rpgfortress.com/gallery/darklord2.gif We are finishing up drugs and addictions. You get positive and negative results from drugs, components, drinking, etc. The more you do them the less time the beneficial effects last and the longer the negative ones last. Also the greater the chance you develop an addiction to something. Carriages We are creating many different handsome carriages. these will be pulled along by horses as street traffic, and used for our taxi system, (to get you from one part of a city to the other quickly). http://www.rpgfortress.com/gallery/charriot_last.jpg Sorry the picture is so dark. We will get up a new one when we take some more screen shots. Circle Magic Here are some custom images that may appear creating a protective circle or if a player is crazy enough to summon a fiend or demon, etc. http://www.rpgfortress.com/gallery/16_circles.gif Architecture Here is some early screen shots for a more Gothic look and feel for buildings we are working on. http://www.rpgfortress.com/gallery/arches.jpg http://www.rpgfortress.com/gallery/arches2.jpg Anyway, thats some of the stuff we have done in the last week. ~andrew |
#5tryst_91Nov 05, 2003 16:23:21 | WOw, those screens look great. i am extremely impressed. so are you guys looking for any playtesters or what phase is the production in? I am especially interested in Castles Forlorn. tryst |
#6zombiegleemaxNov 06, 2003 4:25:46 | Castles Forlon is almost done. To my knowledge, mostly just some modeling needs to be done. A good Gobylin model and Aggie. Stuff like that. Aggie will be worked on soon. The head programmer had a new breakthrough the other night for movement applications: Snakes, Horse Reins, fields of wheat that part when you walk through them, etc., and of course, out favorite undead sea serpent. I saw a few screenshots for some zombie wolves and they looked good. I know work still needs to be done on Forfurmax (spelling)... but that is kind of on the outskirts. Play testing is welcome, especially if youre up in the middle of the night EST. LOL We are also training a few builders with the custom tools so they can begin churning out areas, towns, etc. I neglected to mention in the other post the head programmer has created what he calls an actor system. Most any camera angle can be added for story effect. (forced perspective too). Scenes can be rendered in real time using the player characters. the NPCs can all be on schedules with chaos theory appled, so they deviate from those schedules in un predictable ways... I.E. will get up late for work, or grow to dislike another NPC, get depressed, etc. We also have more advanced merchants, with the inventory throughout the store, and you can try to steal them. Picking up items they are placed on the counter and you can barter over the price. We have created a custom system to regain hit points, since NWN depended so heavily on magic and potions. You accumilate HP during the day depending what you eat. (Different foods - quality, etc. determine what you gain back) and you get your hitpoints back when you rest. Also your accomodiations determine how many hit points you get back. Sleeping in armor, you get back less, but out in the wilderness if you get attacked while sleeping you can't equip your armor. You can build a fire to gain back more HP, this will keep natural preadators away, but may attract monsters or thieves. You can cook a meal which give back the best bonus, but the smell could attract bears in the area, for example. Taverns and eatting houses also play an important role now. The coolest detail i thought was the waitress that will take your orders, and others and come back with your food. Depending how well you tip her determines how fast you get your food next time and how well she treats you on future visits. The head programmer also created multiple page books, so research and important info might be buried in an old tome. |
#7zombiegleemaxNov 06, 2003 4:56:28 | This is it's own post because it applies to the Official Campaign 'Involution' ONLY The system allows for a storyteller to create any kind of of experience point system. *** This is for the Official campaign Involution only*** Repeat this is only for the story WE are designing, if you don't like this XP system YOU don't have to use this~ I want to make this perfectly clear since I've learned everyone has a very specific opinion of what Ravenloft 'IS.' ok?- XP for Involution (only) The story will take place over more then 30 modules (chapters).. They will be shorter in length then the average community mod, but this opens more avenues for the "choose you own adventure. We designed it that way before I tested the Witch wake mod last week. (The length of many mods will be like that, if you're familar with it). Since much of the RL community along with my group feel Role play is more important to the setting then uber-powergamer one man army characters, XP and level advancement will be limited per module. Your XP will not be gained instantly after every kill, but based on the story arcs you choose (or ignore) and the XP will be dependant on your alignment. Doing missions will be to get gold, or equipment or items, or maybe to try and redeem yourself from failed powers checks or a curse. Striking a failed powers check will NOT come easily. This also helps us in the scripting of the story. If we KNOW what the range a player's level will be for a given module the balance will be fair. To support this "by the book" Let's look at Van Ritchen, RL's most infamous hero: In almost 50 years he became an 18th level Rogue. That's a level about every 2.5 in-game years. We won't be that extreme in our game, and there will be "lulls" and a narriative.. Between some parts... "You've spent the last 3 years looking for the fabled whose-it's of whats-it." And start that new module with a two level bonus to spread points around in. Anyway, I passed this system by my development team and they thought it promoted role-playing. I tried to come up with a system that is loyal to the feel of the setting. Even if some "rules" have to be changed to adapt the environment. Its a different medium. We will also ~whenever possible~, try to make many quests on a "take it or leave it basis." Our goal is to make a rich world of atmosphere for a player to make their own way in. If you want to leave any feedback on the XP system we are using in Involution ONLY. (Remember the tools let you use any XP system) you aren't forced to use this one in YOUR game you develop... I would be interested in whatever feedback.. or why you hate it, or if you like it. Etc. ~andrew |
#8tryst_91Nov 06, 2003 8:50:31 | ok so what do i need to do in order to be able to play test the module? |
#9zombiegleemaxNov 06, 2003 9:53:24 | To just play (or play test) a module you need: The video games: Neverwinter Nights & the expansion Neverwinter Nights: Shadows of Undrentide You will also need our hak files (Free) These go in your hak folder. Easy enough huh? lol Finally you need the module. In this case Forlorn.mod The developer that headed that up, Adaam has still to send us these files which incorporate the Guild functions and tools. I'm still ironing out where the Haks will be hosted for easy download during this development stage. Currently we send them to the core developers through MSN IM. They will not be put up in the community www.nwvault.com until they are finalized. This will all flow much easier when the Guild site (or a RL group fan site) is up. Then you would just go to the download section and get all the materials there. Play testing isn't at the stage where say we have final Forlorn, and we just pass it out and ask the community is that Forlorn? It's more like... (this is an example) we are in the middle of building aggie, and the developer needs someone to log in to his server with a character, walk up to the shore and encounter aggie. Then give feedback for whatever nightly miricle Zonker our lead developer has created *Smiles. Same with the waitress system, eatting food, drugs, etc. There are also some of the core builders that are getting the tools, being shown how to use them, and are punching out sections. Say for instance you wanted to start building the Domain of the Nightmare lands. If you're looking to play a finished area walking through and giving feedback, no we aren't at that stage yet. Its still in the "assembling pieces of the puzzle" stage. When we playtest currently its to test a specific function, feature or a few effects or features. Once these are done, and the RL core 1.0 is released all of us will be churing out areas for the community to use. I'm sorry i do not have more concrete detals about Forlorn. I wasn't heading up that section. As I get info and we get the files from Adaam I'll let you know. I have some screenshots if you guys are interested in some eye candy for the time being. My personal development focus is following what is needed for 'Involution'. Currently that calls for most of the Domain of Darkon to be built. Since the time frame is the early 700s Il Aluk will also be in its hayday. Martira Bay alone though, will be so expansive a player world can take place there to start. There are hundreds of areas, plus sewers, cemetaries, and crypts, the different sections to the city. Etc. We are creating a living city first, then will go back and add the Involution story script that is being written by the DM now. Hope that helps give an idea where we are currently. If I was not clear on certain points please let me know and i will gladly eloborate, if i can. ~andrew |
#10zombiegleemaxNov 06, 2003 11:27:51 | Is this going to be a multi-user, or just a single-player module? (The xp system sounds like it would be difficult in multi-user settings, then again it could not). The Powers checks and all that look awesome...i'll have to go out and get shadows now! |
#11zombiegleemaxNov 06, 2003 11:56:08 | I can't answer for the community if they will be making single player or games for a party. For Involution the DM is writing it and its being designed with a party of 5 players in mind. If you play single player, you will need to create a party with NPCs like the Baulder's gate games. A lot of thought and character development is going into the NPC companions, as these are the characters players will spend the most time around. We are shooting for characters that have their own motives and stories. Maybe they join you because you have similar goals. Maybe they are only in it for money. Its not finalized yet but NPC companions will probably get XP for their kills. The more you use paticular ones the more they will rise in level. Of course, the ones that get paid, their cost will increase as well. We will also add some 'fun' NPCs to have along. For example, one that is a scholar and very helpful for puzzles or finding answers through research, but that can't fight. Or flavor NPCs. Maybe you want to play a noble and bring minstrils with you to record and sing songs of your adventures. Some will no doubtedly have their own secrets or ajendas. They will be handled like they are PCs as much as possible. Also, those familar with RL canon, may encounter a few characters that are well known in the RL world. Many are based on the DM's real life campain and I can tell you the characters are all vastly different. |
#12tryst_91Nov 06, 2003 16:26:24 | being that it is forlorn, are the npcs going to be dressed in kilts and/or can the pcs have clothing/armour that contain kilts. That would add even more flavor to your mod. I also wanted to add, that i really appreciate your answers and i really loved the screenshots. always love good screenshots. if you need any testing of the forlorn set i would be more than happy to help. what is the other one in darkon? It sounds very interesting too. What other domains are "in the works?" tryst |
#13john_w._mangrumNov 06, 2003 18:06:04 | There's some pretty amazing stuff on display, here. |
#14zombiegleemaxNov 07, 2003 10:39:10 | Originally posted by tryst_91 The NPCs have kilts. I believe the Goyblins do too. I'm not entirly sure if PCs can wear kilts, but if I had to guess I'd say yes. I'll ask around till I get an answer. ... what is the other one in darkon? It sounds very interesting too. What other domains are "in the works?" Martira Bay, Darkon- You may notice it on the North west shore of Darkon. It was a small fishing village that grows to 10,000 (by the module Bleak House 750BC) or 10,400 (by 755 RL 3rd ed. setting). I do not know what is currently listed for Martira but you can get the most up-to-date info in RL Gaz2 (Oi, if I only had some money. LOL) Pre-Requiem it is Darkon's 2nd largest settlement. After Requiem it becomes Darkon's largest settlement. The city is also famous for its tapastries and rugs, and they use child slave labor to churn those out in-masse. Other Domains in the works- Forlorn Falkovnia I was told other members are working on Sourange & Malkovnia & the module adaptation of NotWD, although I have not seen any of that work and don't know how much is completed. We will probably punch out some sections of Barovia as soon as all the tools are done too since its such a popular setting. If no one builds the other areas, we will get to them in the order called for by the Official Campaign 'Involution' |
#15zombiegleemaxNov 07, 2003 10:50:55 | More Gothic Architecture http://www.rpgfortress.com/gallery/gothic.jpg The roofers, masons and carpenters came in last night and worked on the buildings some more. LOL I have also posted a bunch of RL screenshots in a yahoo group. http://groups.yahoo.com/group/nwnravenloft/ Go to > PHOTOS & there are a few folders there for your viewing pleasure. I'm sorry, but you have to join the group to view the picts. (not my choice). I do not believe there is a setting that allows you access unless you join. If I'm wrong, someone please let me know. Sorry for the inconvenience. You can see work done for Forlorn, Falkovnia, Martira Bay and general RL related materials for the game. The Black Tower exterior was begun yesterday. (For the canon groupies, yes I know the Tower is 3 stories high in the printed materials), but we are using creative licence in this instance. Since a video game is a visual medium first and foremost I think this model will look more impressive. Hope you guys like it. ~andrew |
#16zombiegleemaxNov 08, 2003 13:11:47 | All characters, NPC or PC can wear kilts. So your wish is granted Tryst :D |
#17tryst_91Nov 09, 2003 0:38:06 | That is great! I can't wait to play it. Now i just have to someone manage to be patient for it to be done. yeah i know the more time, the better the game. not a problem, but i can still hope it is soon! i can't wait to see how aggie was done as well as the "castles". tryst |
#18zombiegleemaxNov 18, 2003 6:26:50 | Hi guys. For anyone interested, I added a new image to http://groups.yahoo.com/group/nwnravenloft/ In PHOTOS> DARKON> MARTIRA BAY "East District Square" This is a bird's eye view of the east district (Where the well-to-do live). I added a key for some of the landmarks like 'The Cosmopolis Club' a lovely place to visit if you're a member. And 'The Wet Turkey' from Midway Haven's Taven Guide. That is a VERY small section of the city. Pictured are 9 - 9x9 areas, about 1/20 of the entire city. More useless facts: The Temple of the Overseer layout (yet to be approved or finalized), also takes up the same real estate as this picture, 9- 9x9 areas. It was designed as a ziggart type pyramid with Temple housing going around much of the base and the entrance to the temple is at the top. Some Screenshots are available at the same link PHOTOS> DARKON> MARTIRA BAY> TEMPLE OVERSEER Finally The Guild site will be back up soon at http://www.rpgfortress.com/ cheers ~andrew |
#19zombiegleemaxNov 19, 2003 4:24:08 | A few more pictures have been added to the NWN RL yahoo group. http://groups.yahoo.com/group/nwnRavenloft/ One of the Domain Souragne. And Two more to the Forlorn folder. "Music of the Mists" & "Loch Dearg Deur." If anyone is wondering Adaam is the brain child behind all the great stuff coming out of Forlorn up until now. ~peace |
#20zombiegleemaxNov 20, 2003 15:38:55 | Since John already mentioned this on the Death Undaunted thread I assume it's alright to announce *Smiles. John has been good enough to supply the NWN RL team with maps and layouts of some locations for Martira Bay. This city is the center for the second module of the Official Campaign Involution "Bureau of Lost Souls" We are scouring over the maps and notes now for plot additions and work is beginning on some 3d models based on the information. Thank you again John. Andrew Bator Dark Powers of Ravenloft Guild |
#21zombiegleemaxNov 23, 2003 16:42:23 | I'm happy to report that when we compiled the remaining features list for the Neverwinter Nights Ravenloft tools (RLCore 1.0) the other night we had gotten it down to one page. The original Development Document was well over 40 pages in length. :D ~Andrew |