Author Topic: Totally Random Gameplay Module  (Read 596 times)

Legacy_Nebril2

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Totally Random Gameplay Module
« on: October 26, 2012, 04:12:10 pm »


               Hi all!!



Its been like 9 months now when i started developing my module...
I know advanced scripting and toolset use, like 5 years of experience exploring nwn 1 toolset and making interesting stuff. And nowadays with all i know i decided to start a serious project by myself.

I wanted to do something really funny everytime you play it. I like surprises really so the word i was looking for was "Random".

-Name? well as you can see i dont have a official game name to the module but mainly its about a random world.

-What is this about? first will start as a singleplayer game, but later i will transform it into a multiplayer game!
You start as a commander in a fort in a savage unknown land, you have to survive the dangers and administrate all aspects of your fort, theres a main quest that is slowly going on, it has a veryyy long gameplay, a lot of hours of fun.

-Features?
  -Genetic: Every person/creature in the world is unique, randomly generated Atributes, feats, skills, even appearance and name and even personality! (so far 9 tipes of personalities and conducts). So for example if you find some bandits each bandit has random atribbutes and weapons, so while some bandits can be easily killed, some can be a real headache. 

  -Administration: You decide what to do with every person in your fort depending on his atributtes, you can add them as henchman, edit their inventory, put them to work (woodcutters, miners, explorers, pick plants, farmers etc). They gain experience and slowly increase atributes, and to a advanced level person you can choose a profession between some types of warriors, wizards, clerics, bards, druids etc. 

 -Taxes: People under your command living in your fort, eventually pays taxes. Including this, they can avoid taxes, pay more depending on your Charisma etc. People also need to eat, so you can farm, hunt etc, if you dont feed they get weaker and dont pay taxes. Food is almacened in a Granary.

-Friendship: you have a relationship with every person, different situations will affect this relation for bad or good. And depending on this relationship and personality of the person you can expect him to obey or not obey your commands, be motivated then fight better or directly abandon the fort on a bad relationship.

-Mailbox: The administration is easily made, you will recieve every notification in your mailbox outside your personal home. Taxes paid, complaints of people, death notifications, random quests, etc.

-Birth: Well, obviously you need to have females and males in your forth to expect a kid to born, the more couples you have, the more often they born. But of course the more people the more food needed, so dont overpopulate your fort. Eventually with time the kids will grow and be a randomly generated new person for your fort.

-Messenger: You have a messenger to send to the outer world to get some new people, fighters, merchants etc to your fort. Paying some gold of course and waiting time. Merchants have random items and random fees, depending on your Appraise skill. Random Magical items generated etc.

-Crafting: A main aspect of the game. Earlier i mentioned "woodcutters, miners, plant pickers" why? well you can get some woods, minerals, plants, magical fragments, inks, to create: weapons, magical weapons, potions, scrolls, objects to the fort like a alarm bell, farols to get some light in the dark dark nights! and much other stuff. Using your benchwork in home, you can also make newitems using creature parts like leather etc.

-Random places: over 40 types (and much more to be develpoed) of random places to find in the map, as bandits camps, giant ants nests, merchants, cementerys, goblin holes and beyhond imagination stuffs good and bad for you. All this places are randomly generated over time in random spots of the map, and cicling slowly so your map is NEVER defined. To defend your fort of this kind of places (because some of them generate creatures that will attack your fort)  you can buy some Banners (expensive) to put in this places to stop generating random places. A hard work to do thou, you will need much work, gold, and hours of fun to do this. And when you clear the main area, game istn even starting! You will se why.

- Random World: When you think you can leave your fort alone cause you cleared every single spot in the main area (but never is totally safe), you can explore the world, every area transition leads you to a random area, with new creatures, quests etc. Why to do this? well, you need to get allies to the final battle or weak your enemy. This aspect of the game, the main quest is not defined yet, so its the main idea what i posted here. Of course i have imagination and i like to write awesome stories so it will be a important plot.
So for example you can find the Pine Forest with the respective main quest of the area (and random generated places here too) and if you help the treants here for the quest, you will recieve a Entharium seed, wich you can plant in your fort and with tiiiime you will get a entshaped tree wich will grow in a ent to help you in the fort. This is already made. But much much more areas will be made.

-Items: All all all items in this module are made by myself, you wont find a item of the original nwn game. Weapons,armors, potions, scrolls, miscellaneous items; all edited to be more realistic. So for example cutting weapons may leave a bleeding effect, blunt could take the enemy (or yourself) to the floor etc.

-Balanced game: No overpowered characters or items, its a hard game. You never will be powerfull enough and surprises will ever be coming '<img'>

-Every aspect of your char is important: Every skill and atribute is important in some way to the game, 
So for example You can use lore to read books, an advance in the reading with time, and when you finish it you will recieve a bonus depending on the book you read. (as far like 10 types of books).
So for example  You can use animal empathy to manipulate your animals, to get food etc.
So for example Your charisma will determine your relationship with people, and how you socialize with them.
So for example Your strenght will determine wich items you can use or not, by weight.
ETC


Well i may be forgetting more features of the game, but i have to leave now '<img'> i ill keep you posted with every new of this project. All i mentioned early its already made, so im not talking fantasies, its actually a playable mod right now, of course a lot of work ahead to be done. I would like to use every resource and creature i have on my toolset '<img'> to a infinite gameplay. I play it often to check bugs etc, and im having fun everytime i play! thats for sure.
I would like to leave a playable mod of currently been done, but i really dont know how to make an installer or omething like that. When the time comes i will seek some help here on the page, i know this social network have a lot of helfull and kind people, already recieved some help before '<img'> and another issue is that im from Argentina, so i started doing my module in spanish! i will have to make a translation later. As you can see i know english may not be perfect but is not bad either.

Im really enjoy doing this so im taking a loong hard work to make it a really good and realistic complete game, i will take my time but i will finish this work eventually. I have infinite more ideas to put on the module ill keep you posted!!

Currently i can say the module is:
On development: 45%

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Legacy_werelynx

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Totally Random Gameplay Module
« Reply #1 on: October 26, 2012, 09:45:11 pm »


               Looks promising!

Maybe you should contact Rolo Kipp, he is trying to do something similiar to your work(I think).

You certainly should advertise yourself in "Single Player Modules in Development" thread.

Try to make sure to make the scripts recognize a party in Multi mode, for example set variables not to PC, but the whole party. This would give you larger "market" share:)