Author Topic: Anyone inspired by Assassin's Creed series?  (Read 1054 times)

Legacy_Shadooow

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Anyone inspired by Assassin's Creed series?
« on: April 30, 2016, 06:48:23 pm »


               

Whenever I played game from this serie I was always thinking "this and that would be so cool in nwn".


 


Unfortunately most of the features I like were either impossible to implement or of modeeling type which is not my area of expertise.


 


Anyone else inspired by these games?


 


I especially like all those levers, manholes, buttons, trapdoors, ramps, platforms, various doors with weird opening mechanism and all those various bars, poles, chains and overhangs to climb/jump at.


 


Atm I play Brotherhood and Im very excited from this assassin missions and I was thinking about porting that functionality into nwn. Anyone interested in something like that? I abadoned all my intentions with SP/PW module so I won't be able to use it myself..


 


Oh and this Followers of Romulus crypt in AC: Brotherhood was really really amazing. Something like a hybrid between NWNCQ vanilla crypt and barrows.



               
               

               
            

Legacy_Valgav

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Anyone inspired by Assassin's Creed series?
« Reply #1 on: May 01, 2016, 11:00:39 pm »


               

It would be great to have all this things from AC in nwn but it's pointless because we don't have climbing, jumping etc. My biggest dream is to have proper stealth but well we would probably had to make new game '<img'>



               
               

               
            

Legacy_ShadowM

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Anyone inspired by Assassin's Creed series?
« Reply #2 on: May 02, 2016, 02:03:58 am »


               

I would love to see some more inspired AC stuff in nwn also. I think your best bet is to try and get it as one of the monthly CCC. '<img'>



               
               

               
            

Legacy_Grymlorde

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Anyone inspired by Assassin's Creed series?
« Reply #3 on: May 02, 2016, 04:17:45 am »


               

I'd be thrilled if we could get up to the level of Thief: The Dark Project, let alone AC.



               
               

               
            

Legacy_Shadooow

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Anyone inspired by Assassin's Creed series?
« Reply #4 on: May 02, 2016, 05:14:22 am »


               


It would be great to have all this things from AC in nwn but it's pointless because we don't have climbing, jumping etc. My biggest dream is to have proper stealth but well we would probably had to make new game '<img'>




Jumpng is something that interest me the least. Thats what AC is about and its different engine so lets be realists.


 


However, we actually have jumping animations, FailedBard made these. The problem with it that there is no player skill implemented. To explain what I mean, remember Prince of Persia? Player has to initiate running and then press shift in correct position to jump over pit. In NWN this is not possible, you just move your character near the pit and click on some invis placeable on the other side or select jump in radial menu and then target spot on the other side and the animation will be played and character moved there. This makes jumping a very little interest for me. Also we need good falling animation in case you fall while jumping to the pit.


 


Also the main problem with jumping is that nwn has only single Z layer. This can be workarounded within tile model with something smilar to rocky mountain cliff stairs or worm jungle ladders. Although I might be wrong as I saw some improvements in this regard using placeables with wok?


 


Anyway that would need a lot of work on tileset makers, to make tiles that expect jumping to be used (water tile with multiple rocks, to be jumped through, corridors with pits and so on...).


 


So I am more interested about the stuff that isnt specific to the engine. Doors, placeables, tilesets inspired by AC and gameplay systems. Notoriety, assassin recruits, stealth etc.


 


For example, I already implemented a tunnel vision system (inspired by Thief3 actually few years ago) and "hide in the shadow" system. That adds more depth and skill into stealthing. I desinged a whole dungeon for rogue based on thief3 for one PW, it works as this:


- guards are running recurse script every half second or so that checks whether is player inside the tunnel vision based on current guard facing and whether is played inside of the "shadow" zones


- shadow zones are created as preplaced triggers on the spots where ingame shadows are created and grants same type of invisibility as normal darkness


 


I will try to create gameplay video from this dungeon of mine.


               
               

               
            

Legacy_kamal_

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Anyone inspired by Assassin's Creed series?
« Reply #5 on: May 02, 2016, 01:50:45 pm »


               


Jumpng is something that interest me the least. Thats what AC is about and its different engine so lets be realists.


 


However, we actually have jumping animations, FailedBard made these. The problem with it that there is no player skill implemented. To explain what I mean, remember Prince of Persia? Player has to initiate running and then press shift in correct position to jump over pit. In NWN this is not possible, you just move your character near the pit and click on some invis placeable on the other side or select jump in radial menu and then target spot on the other side and the animation will be played and character moved there. This makes jumping a very little interest for me. Also we need good falling animation in case you fall while jumping to the pit.


 


Also the main problem with jumping is that nwn has only single Z layer. This can be workarounded within tile model with something smilar to rocky mountain cliff stairs or worm jungle ladders. Although I might be wrong as I saw some improvements in this regard using placeables with wok?




I did jumping for nwn2 and set up a "feat" usage where the player automatically jumps in the direction they are facing, so selecting a destination was not needed (it also checked line of sight to prevent jumping through walls and such). The scripts calculate falling damage automatically as well based on using vectors of the origin, destination, and in case of failure, determined landing spot. As long as nwn1 can do vectors it should be doable in nwn1 as well. My code and a demo is on the vault : http://neverwinterva...-jumping-system


               
               

               
            

Legacy_Shadooow

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Anyone inspired by Assassin's Creed series?
« Reply #6 on: May 02, 2016, 04:59:25 pm »


               


I did jumping for nwn2 and set up a "feat" usage where the player automatically jumps in the direction they are facing, so selecting a destination was not needed (it also checked line of sight to prevent jumping through walls and such).




Thats smart. Yes definitely doable in nwn1 as well.


 


Did you found any way to determine whether player character was running prior to triggering the feat to maybe start longer jump?


               
               

               
            

Legacy_kamal_

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Anyone inspired by Assassin's Creed series?
« Reply #7 on: May 03, 2016, 06:19:57 pm »


               


Thats smart. Yes definitely doable in nwn1 as well.


 


Did you found any way to determine whether player character was running prior to triggering the feat to maybe start longer jump?




Sorry, I only did a proof of concept so it is not developed further than the code that's in that demo. I didn't detect running/walking or try to, just try to show that there was a way to handle jumping and allow a player to do so. The code is documented (hopefully well) and if it's not obvious you can message me and I will explain what is supposed to be happening in the code. 


 


I did set the demo up to allow jumping via clicking on an object to have the "jump" start, which should be suitable for feat usage as in the demo it was purely a matter of giving the player an easy way to call the jump script on themselves for demo purposes. A custom feat that activated that script should have the same effect. In the proof of concept code, the jumper simply tries to jump the maximum distance they can in the direction they are facing when the jump script runs.


 


I'm sure you are a better scripter than I so I have no doubt if you look at my code you'll find problems, but feel free to take the code. Since I code for nwn2 I don't know exactly what functions nwn1 may not have or how nwn1 handles z axis calculating or line of sight. The link above includes links to two youtube videos demo-ing the code ingame.


               
               

               
            

Legacy_Frith5

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« Reply #8 on: May 04, 2016, 02:33:34 am »


               

Couldn't builder place a trigger along 'edge' that triggers a jump, provided the player has already set Jump, Long or Jump, High on themself?

​Example 1: A pit in a corridor. Player walks up to it, looks, decides they can jump over. They select Jump, Long feat which automatically targets self. If they enter the trigger now, they'll make a Jump check in their Facing direction. If they move away from the edge (entering a trigger that updates their variable) they can then get a run before entering the edge trigger. If too much time elapses between exiting run trigger and entering edge trigger, it means they weren't running, and their Jump check reflects that.


Or go the Zelda method:


Run up to an exge, automatically jump. Don't wanna jump? Don't run straight at the edge of a pit.


 


'<img'>


               
               

               
            

Legacy_kamal_

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Anyone inspired by Assassin's Creed series?
« Reply #9 on: May 04, 2016, 03:10:34 am »


               


Couldn't builder place a trigger along 'edge' that triggers a jump, provided the player has already set Jump, Long or Jump, High on themself?

​Example 1: A pit in a corridor. Player walks up to it, looks, decides they can jump over. They select Jump, Long feat which automatically targets self. If they enter the trigger now, they'll make a Jump check in their Facing direction. If they move away from the edge (entering a trigger that updates their variable) they can then get a run before entering the edge trigger. If too much time elapses between exiting run trigger and entering edge trigger, it means they weren't running, and their Jump check reflects that.


Or go the Zelda method:


Run up to an exge, automatically jump. Don't wanna jump? Don't run straight at the edge of a pit.


 


'<img'>




As long as shadoow added run/walk detection and active feat conditionals, I don't see why shadoow couldn't make the jump code work either of those ways you describe as it's currently set up to run any way the builder would like to trigger it (player clicking something was just easy for demo purposes).