Author Topic: Adventure Building Challenge  (Read 5913 times)

Legacy_Rolo Kipp

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Adventure Building Challenge
« Reply #60 on: February 01, 2013, 02:22:46 am »


               <tossing things left and right...>

WooHOO!

Yrkoon_of_Melibone wrote...
Hey, Rolo! It's me, Chaos_Theocrat (You can just call me Jessica if you like, that's my real name).  Did you get my email about my saying Yes to having the four CSP parts combined into one? The first one I sent thruogh AOL got messed up by the Mailer Daemon, so I sent you one through the Vault itself.

Ah... no. I shifted my Vault domain (neverwintervault.net) to a new host a few days ago and my email was messed up for a couple days.  The Vault email itself is just plain broken :-( 

Best way to reach me is pm here or contact me through the VPP or Amethyst Tapestry (in my sig).

Also, I am very interested in this contest! So, can anyone participate in the contest once it begins? Would we put on the module itself that it is for the CCC, or will there be an option to choose that in the dropdown list on the module submission page? Lastly, I was curious... are we restricted to using only the custom content on the sponsor list? I'm cool with it either way.

Anyone can participate <they let *him* in here, after all :->
Hush, bird.
As to the particulars of how the ABC works, I'll let Henesua (the ABC coordinator) explain details. You are just in time to be a founding member of this challenge and therefore help work things out =) <do you feel honored>
Bother, if your snide remarks drive Yrkoon away, I'll be very put out. I happen to be a *huge* fan of the atmosphere she creates in her various prefabs... <sorry, boss. being quiet now>
Good. <shutting up. not another word>
Right. <tossing the key away, mum's the word>
Zip it! <...>
*glares* <*raven glare*>
...
Where was I? <*evil chuckle*>

Thank you for letting me know about the CCC too... it looks very, very interesting indeed.

Ah...! That's *my* baby :-) Well, technically, Jezira's. <then mistress>
Then me. <and now the big purple one>
But I'm still involved <tolerated>
What did we agree about *zipping it*?! *glare* <*glare*>
...
Where was I? <*even eviller chuckle*>
Oh, right, the CCC. I personally think the synergy between the Custom Content Challenge and the Adventure Builder's Challenge is going to be phenomenal.  

I *know* you have the level design skills. Do you also CC? <sounds dirty>
*glare* <*smirk*>
Ignore the crow <raven!>

<...looking for some blue bodypaint>
               
               

               


                     Modifié par Rolo Kipp, 01 février 2013 - 02:25 .
                     
                  


            

Legacy_henesua

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« Reply #61 on: February 01, 2013, 03:40:13 am »


               

PLUSH HYENA of DOOM wrote...
To me, 15MB would just make all the difference and I think having just enough space in the Module Specific Hak to "personalize" things a bit more would really add to the creative energy... and that's what this is about... right?


For the first challenge, the limit on Module Specific Content shall stand at 12 MB. That said I understand what you want and why and what it would provide builders because I share your obsession with assembling and modifying custom content. So lets revisit this down the road. For this challenge, see what you can do within the parameters.

However in your specific case, since you have sponsored the use of content, we might want to reconsider what you've offerred. Are the Sky Boxes you want to use worth more to you than any of the other items you posted? I so think there is much value in having some skies up there, and the Sponsored Content is not settled until February 1st end of day Pacific Time. That gives you a little less than 29 hours to mull that over.

An aside:
I think the real problem is that I made the limit on the module specific custom content too high. I'm not going to reduce it now. But I can see that 12 MB is just enough to consider it as a real possibility for assembling art assets. What I saw it as was the upper limit for what seemed resonable to handle 2DA merging, SET editing, and a custom TLK.  Maybe someone could sneak Icons in too for some new custom abilities. Alternatively you could put about 8 high qualtiy creatures in a HAK that size - given high res textures, and high poly models. Or you could stick a tight specialty tileset in it - _six has a couple of these awesome 4-8 MB tilesets for example that would work for a specialty area. Or you could have one or two mind blowing skyboxes.

In otherwords its enough for assembling the sponsored content and plugging maybe one hole in the CC. If I had cranked it down to 6 MB. It would be clearer as something only for 2DA merging.

Why do I want to be a stickler on this? I want builders to focus on the stuff that is more impressive to the players: Story, Adventure, Dialog, Combat design, Puzzles, Novel Gameplay and so on. As builders I think it is easy to forget this. I obsess over Custom Content too. Arnheim's HAKs are a bit too large, as is the optional music. I like how it looks and sounds. But at the end of the day the play is the thing.
               
               

               
            

Legacy_henesua

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« Reply #62 on: February 01, 2013, 03:53:05 am »


               

Yrkoon_of_Melibone wrote...

Hey, Rolo! It's me, Chaos_Theocrat (You can just call me Jessica if you like, that's my real name).  Did you get my email about my saying Yes to having the four CSP parts combined into one? The first one I sent thruogh AOL got messed up by the Mailer Daemon, so I sent you one through the Vault itself. Also, I am very interested in this contest! So, can anyone participate in the contest once it begins? Would we put on the module itself that it is for the CCC, or will there be an option to choose that in the dropdown list on the module submission page? Lastly, I was curious... are we restricted to using only the custom content on the sponsor list? I'm cool with it either way. Thank you for letting me know about the CCC too... it looks very, very interesting indeed.


Hey Yrkoon. Love your skyboxes!

I am glad you are interested in the Adventure Building Challenge. The spirit of this is that it is a challenge rather than a contest. You essentially challenge yourself, and share in the fun with all of us.

As far as custom content goes are you interested in sponsoring any of yours? We'd love to have you as a Sponsor.

Other Answers Bullet style
  • anyone can participate.
  • Submitting the module will be by email. You can send the files or a link to the files - either way is fine. Then I'll gather all the entries and put them on the February Vault Entry for the Challenge. (It is much like the CCC in that regard)
  • Yes, you can use anything on the Sponsored Content list, but as far as using premade HAKs goes, thats it. Keep in mind however that there is no problem with suggesting that your players download music to stick in their music folder, nor suggest that they use particular overrides etc... None of that is required content to play your module, so there is no limit on player optional add ons. In my experience players will more often than not download the music. The majority of mine did for Arnheim which was a surprise to me.
  • In addition there is also the opportunity for Module Specific Custom Content but that is limited to 12 MB. You could try slipping some CC in a custom HAK and use it that way if you wanted, but the intention of this Module Speciifc CC is to allow the builder the flexibilty they need to make things work rather than to assemble a bunch of art assets. There is nothing wrong with trying, but I encourage all builders to spend more time building and less time pulling together art assets.

               
               

               


                     Modifié par henesua, 01 février 2013 - 04:16 .
                     
                  


            

Legacy_henesua

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« Reply #63 on: February 01, 2013, 04:52:22 am »


                 ***** SPONSOR UPDATE *****

Asymmetric

*************************

'Posted

That is all.
               
               

               
            

Legacy_PLUSH HYENA of DOOM

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« Reply #64 on: February 01, 2013, 05:19:59 am »


               Shabby Hyena Object beats head off wall in despair, growls, foams at mouth (again) and then reluctantly decides to ditch the four custom music files and unleash an all new Spleen Creature instead... (Smugly Keeps Skyboxes)...(because he hasn't got them on the Vault yet, so sponsoring them isn't an option. Yet...)
               
               

               
            

Legacy_Squatting Monk

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« Reply #65 on: February 01, 2013, 05:38:55 am »


               

PLUSH HYENA of DOOM wrote...

Shabby Hyena Object beats head off wall in despair, growls, foams at mouth (again) and then reluctantly decides to ditch the four custom music files


henesua wrote...

I share your sentiments about the default music in NWN. Music however is what I call "player optional". A module can be played with or without it. I have no problem with a builder suggesting that a player download music which they upload to the Vault. The key point is that it not be required to play the module. There is plenty of room in the Module Specific Content to include the ambientmusic.2da. One could suggest GBs of music if they wanted. But it would be up to the player to download it.

Incidentally you aren't the only one desiring new music, Olivier. I've been sent PMs asking this very same question. I will have to state that all builders have permission to suggest specific overrides to potential players. This goes for music, portraits, tilesets, any asset type actually. I am sorry to all that I assumed that this would be understood. I think its pretty clear by now that we are figuring this out together as we go along. So don't be shy about asking questions.


               
               

               
            

Legacy_rogueknight333

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« Reply #66 on: February 01, 2013, 10:04:11 am »


                I am a bit late to this party but I thought I would express my interest in this. I am not certain I can get something done by the end of February (it is a short month), but I am seriously considering giving it a shot. Failing that I would definitely be interested in participating in future challenges. It might be nice to take an occasional break from the massive multi-module, "because professionally produced official campaigns are too short and too low quality" epic that I am usually working on.

A few random thoughts, questions and suggestions:

1) I see you are getting some complaints about the content restrictions. Personally I find them rather appealing. Apart from anything else, they should remind builders that this is about getting something done quickly, making do with what is readily available, and not fine-tuning every little detail of the module to be exactly the way one would want it. Although in my case, this:

henesua wrote...

I want builders to focus on the stuff that is more impressive to the players: Story,
Adventure, Dialog, Combat design, Puzzles, Novel Gameplay and so on. As builders
I think it is easy to forget this. I obsess over Custom Content too...But at the end of the day the play is the thing.

is preaching to the choir, since I tend to obsess and get quite perfectionist over everything on the list above and pay comparatively little attention to Custom Content. With the sponsorship system to attract my attention to various available materials it would not surprise me if I ironically ended up using more Custom Content in this challenge than I do normally, despite the restrictions.

2) Is sponsored content considered available only for the specific monthly challenge, with a new set of sponsors sought each month, or is it a case of "once a sponsor, always a sponsor"? If the former (which I think for most purposes of the restriction would actually make more sense) I suggest possibly making an exception allowing builders who actually use content in a given challenge to use it again in future ones, as otherwise it might make things difficult for builders who try to make a continuous series of modules over the course of the challenge (as you suggest doing) if content used in one part of their series suddenly becomes unavailable in another part.

3) One possible problem I foresee with this challenge is that with people trying to bang out modules in just a month, some of them are inevitably going to be kind of buggy. A complete playable module of any complexity at all has a lot of "moving parts" (so to speak) and there are lots of things that can go wrong with them, many of which surely will go wrong when there is not a lot of time for QA testing before release (as is the case here). We have the further problem that with a combined ABC entry (I assume a procedure similar to the CCC will be followed in this regard) it will not be simple for the builders of the individual modules to post revised versions of their submissions correcting issues that turn up. I am not certain exactly what could be done about this, but it might be worth giving some thought to what, if anything, we could do to simplify the logistics of getting revised modules out.

4) While it is too early to come to any definitive conclusions on the matter, I fear that it might prove over-optimistic to expect that something like this could actually be done every month. The initial announcement has certainly generated a lot of enthusiasm but at least some of that can be expected to wane over time. If we reach the point where there is a limited pool of regular participants in the challenge, they likely will get burned out trying to produce something every month (not to mention that those of us module-builders who are still active in the community mostly have other projects we are working on). To truly make this challenge a regular event I think it might be better to normally have it stretched over two months. Then we could perhaps do something like the following procedure:

     a) A week or two would be spent spreading the word, generating a list of CC sponsors, and trying to round up interested builders.

     'B)' With a list duly generated, and builders who therefore know what resources they have to work with duly rounded up, the actual module building could commence in earnest. Ideally this would take about a month, leaving:

     c) a couple of weeks to do serious QA testing, thus reducing the probability of seriously bugged entries turning up (of course we could not actually force people to budget their time this way, but it could be set forth as the recommended ideal).

All-in-all, putting something out every other month would leave a little more margin for error and put a little less pressure on everyone involved. Just a suggestion, of course, so if anyone thinks doing this on a monthly basis is actually practical I am perfectly ready to hear you argue the point. Furthermore, to be clear, I am only suggesting doing this for future challenges. I do not think any of the rules for this month's challenge should be altered at this point. It would just confuse everyone.
               
               

               


                     Modifié par rogueknight333, 01 février 2013 - 10:08 .
                     
                  


            

Legacy_Tyndrel

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« Reply #67 on: February 01, 2013, 11:18:21 am »


                This sounds like so much fun, though my build times are more usually measured in years rather than weeks. This wonderful list of participants is probably going to cause me more serious problems in the second month as I’m going to be way too busy playing to actually build anything!

As others have mentioned, skyboxes can be rather large files and there are very few available in the sponsored content so far, perhaps we could prevail upon Chaos_Theocrat to sponsor the Community Skybox Pack (CSP) (*grovels*) then we will have more beautiful skyboxes than we could shake the proverbial stick at.

Thanks Henesua.

:happy:
               
               

               
            

Legacy_olivier leroux

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« Reply #68 on: February 01, 2013, 01:29:40 pm »


               

henesua wrote...
I think the real problem is that I made the limit on the module specific custom content too high. I'm not going to reduce it now. But I can see that 12 MB is just enough to consider it as a real possibility for assembling art assets. What I saw it as was the upper limit for what seemed resonable to handle 2DA merging, SET editing, and a custom TLK.  Maybe someone could sneak Icons in too for some new custom abilities. Alternatively you could put about 8 high qualtiy creatures in a HAK that size - given high res textures, and high poly models. Or you could stick a tight specialty tileset in it - _six has a couple of these awesome 4-8 MB tilesets for example that would work for a specialty area. Or you could have one or two mind blowing skyboxes.

In otherwords its enough for assembling the sponsored content and plugging maybe one hole in the CC. If I had cranked it down to 6 MB. It would be clearer as something only for 2DA merging.

Why do I want to be a stickler on this? I want builders to focus on the stuff that is more impressive to the players: Story, Adventure, Dialog, Combat design, Puzzles, Novel Gameplay and so on. As builders I think it is easy to forget this. I obsess over Custom Content too. Arnheim's HAKs are a bit too large, as is the optional music. I like how it looks and sounds. But at the end of the day the play is the thing.



I'm not quite sure whether I'd agree on your strict separation between ... what should I call it? ... graphics and gameplay? style and substance? Heck, I'm not even quite sure what to call this. '<img'> As an avid NWN player I can't say that I'm more impressed with one of these aspects than the other. Good area design for example is something I really cherish in NWN, something that helps me to get immersed into the story, and for builders it becomes harder and harder with time to pull off something surprising with the same old stuff. Of course, if a game has great graphics and atmosphere but is lacking in story and/or gameplay, it won't be fun to play it. But if a great story with well balanced combat is lacking in the audiovisual department and the novelty of it is damped by the feeling that everything around it feels like déja vu, that's a shame, too, IMO. (And that comes from someone who only started playing NWN in 2007 and wasn't around since the beginning. '<img'>)

Anyway, what I do understand is the practical side to it, and I can agree to that (even though, as rogueknight333 hinted at, the list of sponsored content kind of counteracts the focus on building aspects that are unrelated to toying around with CC). But I think it would be much clearer if  the rules explicitly stated that we should try not to use any CC beside the sponsored stuff, and if you officially explained it as above instead of going the roundabout way of trying to enforce that by a hak size restriction. If the rules just said: "You may include one hakpak for the necessary 2DAs etc., but please don't assemble any additional art assets in it" (as I understand this is what the 12mb limit actually means?), that would be much easier to grasp and prevent anyone from spending time on any plans on how to exploit the size limit.
               
               

               


                     Modifié par olivier leroux, 01 février 2013 - 01:40 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #69 on: February 01, 2013, 02:15:12 pm »


               <pretending...>

olivier leroux wrote...
... instead of going the roundabout way of trying to enforce that by a hak size restriction. If the rules just said: "You may include one hakpak for the necessary 2DAs etc., but please don't assemble any additional art assets in it" (as I understand this is what the 12mb limit actually means?), that would be much easier to grasp and prevent anyone from spending time on any plans on how to exploit the size limit.

I advocated a soft limit to allow just a little wiggle room for CC. 

A rather pointed example why is my very own entry "Hordes!". I'll be adding a couple custom attack anims to a standard Bioware dragon. It's not available on the Vault, it's not, in fact all that big of a deal, but it will add considerably to my little romp.

Having the wiggle room to add a bit of surprise and interest, without so much as to make the "Hak's the Thing" makes sense to me. I think 12MB is a decent limit. I'd be ok with 15, too. Or 10. 

In the CCC, I throw polys around like they're nothing, and make the hak *groan* under hires custom textures. But here, we are trying to shift the demographics. Composition is king and the play's the thing. Perhaps think of these ABC's as proofs of concept or prototypes for a piece of that epic you're working on :-) I am. One of the key mechanics in "Hordes!" Is a PoC of a key part of mt PC Limited DM system

But, I'm flexible and will roll with however this evolves :-)

<...to pout>
               
               

               
            

Legacy_olivier leroux

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« Reply #70 on: February 01, 2013, 02:29:50 pm »


               Well, personally I have no ambition for epics and doing a prototype kind of module wouldn't be much fun to me. If I spend time on creating a module at all, no matter how short, I'd want it to be a module I myself would enjoy, even visually, and as a standalone adventure without any need to add anything.

Since this is a challenge rather than contest, I wonder if we'd need such strict rules at all; why not make it a guideline or recommendation, advising builders to focus on the essential and try to get it done in time, instead of wasting time with haks and such, but allow for them nevertheless, if that floats someone's boat and they are able to meet the deadline despite it? I think the size restriction is really more of an advantage for experienced builders, most newbies wouldn't even know how to sneak in something as a few small extra animations.

Anyway, here's a recommendation for a great self-contained story-telling mini-mod that didn't require any haks and only takes half an hour to play through, to get into the spirit of the thing:

The Sunken Shrine of Ahmenkatja '<img'>
               
               

               
            

Legacy_henesua

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« Reply #71 on: February 01, 2013, 02:53:54 pm »


               Welcome rogueknight333 and Tyndrel!

We're glad to have aboard! This looks like a really great month we are going to have.


rogueknight333 wrote...
1) With the sponsorship system to attract my attention to various available materials it would not surprise me if I ironically ended up using more Custom Content in this challenge than I do normally, despite the restrictions.


I dig it.

rogueknight333 wrote...
2) Is sponsored content considered available only for the specific monthly challenge, with a new set of sponsors sought each month, or is it a case of "once a sponsor, always a sponsor"?


Sponsorship will sunset, but not every month. And in the case of a builder working on a series, we'll probably allow them to use the HAKs they used in the prior module. So even if some Sponsored stuff sunsets, for that project they will still have access to it.

rogueknight333 wrote...
3) One possible problem I foresee with this challenge is that with people trying to bang out modules in just a month, some of them are inevitably going to be kind of buggy.


Yes, I agree. And I've been puzzling out the feasibility of a follow up process to the challenge of playtesting and reviewing.  At the end of that period builders would be welcome to uload changes.

rogueknight333 wrote...
4) While it is too early to come to any definitive conclusions on the matter, I fear that it might prove over-optimistic to expect that something like this could actually be done every month.


I agree. And when we need to, we'll adapt, but I don't think it makes sense to go into this expecting failure and pre-adjusting to potential problems. There are too many potential pitfalls. I'd rather let the project evolve, than try to set up perfection.

Enjoy the ride.

olivier leroux wrote...
I'm not quite sure whether I'd agree on your strict separation between ... what should I call it? ... graphics and gameplay? style and substance? Heck, I'm not even quite sure what to call this. '<img'> ...

...But I think it would be much clearer if  the rules explicitly stated that we should try not to use any CC beside the sponsored stuff, and if you officially explained it as above instead of going the roundabout way of trying to enforce that by a hak size restriction.

Well the other idea is as I stated above, to provide flexibility, which does include some extra content if you need it. One advantage of providing a size limit "on everything but the module" rather than provide expectations for how it is used is that creative thinkers will do the unexpected. After all the Module Specific Content doesn't have to be HAKs or NWN files at all really. They can be in the style of the old Infocom feelies (albeit digital "feelies"), which I think would be cool.

Another advantage of a size restriction rather than something harder to pin down is that it is easy to determine. There is no grey area which will lead to issues down the road. Its 12 MB of anything extra you ship with your module. Perhaps I should state it more clearly that way. I'll rewrite the rules before Monday this weekend in response to the feedback in an attempt for more clarity. And putting together a FAQ will be a good thing to do too.

We'll see how much of that I get to. I also want to produce some scripts and a demo module that anyone will be encouraged to use in their work. The idea is to create some common resources, a library of functions that might be useful etc.... The first task is to create a framework for PC management the moment a player enters your module - leveling down, leveling up, saving whatever they had when they entered the module in another location. Then restoring the character on exit from the module. Its a bit complicated but I should be able to have something bomb proof by Monday.

And Olivier, I do appreciate the feedback. I am not inclined to make changes this first month. But all of this is taken in, and we will be rethinking this challenge after we see how it goes.

Lastly....

Tyndrel wrote...
As others have mentioned, skyboxes can be rather large files and there are very few available in the sponsored content so far, perhaps we could prevail upon Chaos_Theocrat to sponsor the Community Skybox Pack (CSP) (*grovels*) then we will have more beautiful skyboxes than we could shake the proverbial stick at.


I couldn't have said it better myself!
               
               

               


                     Modifié par henesua, 01 février 2013 - 03:47 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #72 on: February 01, 2013, 03:17:28 pm »


               <stoning two...>

henesua wrote...

rogueknight333 wrote...
3) One possible problem I foresee with this challenge is that with people trying to bang out modules in just a month, some of them are inevitably going to be kind of buggy.

Yes, I agree. And I've been puzzling out the feasibility of a follow up process to the challenge of playtesting and reviewing.  At the end of that period builders would be welcome to uload changes.

The UPC!  The Ultimate Playtester's Challenge will find and stomp all bugs! <and eat them>
Gah! No. <bugs are tasty and full of protien>
Ok, forget it. <but...>
Just forget it. <*raven scowl*>

henesua wrote...

rogueknight333 wrote...
4) While it is too early to come to any definitive conclusions on the matter, I fear that it might prove over-optimistic to expect that something like this could actually be done every month.

I agree. And when we need to, we'll adapt, but I don't think it makes sense to go into this expecting failure and pre-adjusting to potential problems. There are too many potential pitfalls. I'd rather let the project evolve, than try to set up perfection.

Speaking only from my experience in the CCC, RK... <333>
What? <rk333. if you just say rk, you might be talking to yourself>
I *am* talking to myself. <grump>
*clears throat* Where was I? <rk333>
Right. RK has a point. <333>
*scowl*  He has a point on a *personal* level, but not a community level.

Although I try to make content for every CCC, occaisionally I get swamped, and sometimes I need a break. Other people make things for the themes that really get their juices flowing and skip themes that don't fire them up. Authors come and go. The CCC ploughs through. And, over time, has built up an amazing library :-)

But! A huge part of the energy in the CCC is having *something* every month and having that something change and having that change be in a direction *this* community urges.

I think it unreasonable for anyone (except possibly Yrkoon, who churns out gorgeous prefabs pretty regularly) to make a playable module every month. But as long as there is *someone* building and the theme changes and the change follows our posse's purposes... <boss! say it don't spray it!>
*glare*...I think the ABC should definitely stay monthly.

In regards to mods after they are entered, I think the monthly compilation of mods should be on a single project page (like the CCC) but the modules themselves be separate archives on that page (and hence, individually updateable). Or possibly links to individual project pages put up by the authors (I like this idea).

Re QA: I think if everyone goes into this in a prototyping beta-testing frame of mind and the players understand that caveat, we'll all really have a lot more fun.

(Edit:I think I was giving the wrong connotation with "prototyping". I meant to go in expecting a few quirks, but to overlook them for fun)

Perfect the mod and expand on it later (so long as it's *playable*!), but for the Lady's sake *start*! =)

<...birds with one kill>
               
               

               


                     Modifié par Rolo Kipp, 01 février 2013 - 04:01 .
                     
                  


            

Legacy_werelynx

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« Reply #73 on: February 02, 2013, 01:06:38 pm »


               Here is mine 0.02 Gold Pieces:

Let's say we vote on the theme and choose it to be "plants" - just an example, maybe even a feasible one since that's CCC theme this month.
Next we search vault and other places for haks that might be useful in htis theme(plant-related). We add the quality ones(vote perhaps or word from the community "elders") without requiring sponsorship.

I'm not saying we should abandon sponsorship altogether, but following the plants example, it might be silly to make a plant-challenge with no plant-related stuff.

Of course the sponsored content would still be available.
               
               

               
            

Legacy_Borrie BoBaka

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Adventure Building Challenge
« Reply #74 on: February 02, 2013, 01:39:59 pm »


               In this kind of situation, narrative theme would be more appropriate, or if we're doing just more than story modules, perhaps a theme for each genre. i.e. if we're doing story modules, the theme could be "loss", or "transcendence", basic literary, abstract concepts that can be interpreted in many different ways. Otherwise you may end up with a dozen or so modules that end up being the same exact adventure if you constrain the theme too much.

Something like plants is a bit too literal, there's not exactly many ways to interpret plants as a general theme, unless we all make forest adventures with a Druidic plot. It'll be better to stay abstract.

Personally I dislike the thought of doing themes for modules so that we get a very diverse and enriched selection of modules every challenge. It's great for the CCC because it gives a direct motivation of what to create, since those fine artists are working from scratch. We have a meta-theme: Make a compelling module, doing so however we can. And removing a restriction every challenge will make it all that much easier to create modules in a series, so that players may have even more of a reason to continue playing these modules. Imagine the game 'The Walking Dead', times about 8 or 9, releasing episodic content every month. That's what we're going to experience with this contest, and quite frankly I'm excited.