Author Topic: 2013 March, Adventure Building Challenge  (Read 3742 times)

Legacy_Tarot Redhand

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2013 March, Adventure Building Challenge
« Reply #45 on: April 04, 2013, 07:01:12 pm »


               @CaveGnome 1st create an album on here. Add your pictures to it. Be aware of size restrictions, documented there. Pictures should really be no more than 500 x 500 pix (I think). View each picture in turn. At the bottom of the frame surrounding each picture there is the option to share this. Click on it and you will have the choice 4 different options. Choose the UBB code and highlight & copy the text. Paste this text into your message. Voila. 1 Piccy in thread. Like So ->

'Posted

No I am not the artist that created this, just search on deviantArt for spelljammer. Original is over 9 times larger.

TR
               
               

               


                     Modifié par Tarot Redhand, 04 avril 2013 - 06:04 .
                     
                  


            

Legacy_Rolo Kipp

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2013 March, Adventure Building Challenge
« Reply #46 on: April 04, 2013, 07:52:58 pm »


               <adjusting his...>

The image will be scaled down to 540px width. Any height.

Just put the image url in between two "img" tags (without the spaces I've included to make it print):
[ img ] http://myawesomesite...wesomeimage.jpg [ / img ]

You can do the same thing with url tags and have the image link to something:
[ url=http://myawesomesite.com ][ img ] yadayadayada [ / img ][ / url ]

<...behavior>
               
               

               
            

Legacy_CaveGnome

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« Reply #47 on: April 05, 2013, 01:38:58 am »


               Thanks...

Trying.

'Posted

Nice Bioforest... One-Eye Wolf Trading Post ver 0.55 is coming soon to the vault '<img'> but next iteration will not be out before May.
               
               

               
            

Legacy_henesua

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« Reply #48 on: April 05, 2013, 10:09:22 pm »


               

CaveGnome wrote...
Any feedback on the march ABC modules?


Feedback is a give and take between participants primarily.

I have not had time to check any out yet, but will get to it when I can.

In the meantime, if you made a module, I encourage you to play others and give feedback. Typically the others will be shamed/guilted encouraged by your gesture into reciprocating.
               
               

               
            

Legacy_Tarot Redhand

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« Reply #49 on: April 06, 2013, 12:02:59 am »


               Naughty henesua, you know that guilted isn't a word (anyway the phrase emotionally blackmailed expresses it sooo much better). ':devil:'

TR
               
               

               
            

Legacy_CaveGnome

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« Reply #50 on: April 08, 2013, 03:57:12 pm »


               

henesua wrote...

Feedback is a give and take between participants primarily.

In the meantime, if you made a module, I encourage you to play others and give feedback. Typically the others will be shamed/guilted encouraged by your gesture into reciprocating.



I know... It was (and is) my intention to play other modules and report, but as i previously sayed not before mid-April (some urgent work to do IRL). I just barely cobbled the OEWTP 0.55 version who will appear soon when approved on the vault, but i have no time for play next week or so '<img'>.
               
               

               
            

Legacy_CaveGnome

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« Reply #51 on: April 09, 2013, 07:49:14 pm »


               Here is the link to One-Eyed Wolf Trading Post ver. 055 at the vault.

nwvault.ign.com/View.php
               
               

               


                     Modifié par CaveGnome, 09 avril 2013 - 06:51 .
                     
                  


            

Legacy_MagicalMaster

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« Reply #52 on: April 10, 2013, 10:38:32 pm »


               I gave OEWTP a good faith effort...but your mod is broken.

I cannot find the native camp and gave up after an hour.  I initially established a search grid - went 3 km east of the post and went north 7 km.  Then east 1 km and back south to the road.  Then east 1 km and north 7 km.  Then east 1 km and back south to the road.

Feeling quite frustrated, I went back to the post to examine the mushroom.  Following the instructions on it, I went north 3 km, then east 1 km, south 1 km, east 1 km, north 3 km, east 1 km, south 3 km.

Nothing.

I did notice an oddity twice while searching - I went into an area transition and a new area loaded.  Then immediately a SECOND new area loaded without me doing anything.  That might have been me finding the camp and then getting teleported out for some reason or something.

But...yeah, nothing.

Other notes I took while playing...

- Quite a few typos - if you intend to polish it, should look at those
- Not fond of the choice at the beginning - primarily because you don't get enough information about it. Should tell people about the discount and money received BEFORE they have to choose
- Why does the explored area on the map keep resetting?  Extremely annoying because the whole idea of areas in NWN is already a game limitation - resetting the map drives this point home and makes it even worse
- Since apparently you were trying to set areas up as actually being "realistic," I decided to see how far west I could go along the road.  Except the first few areas seemed awfully similar.  So I dropped a potion bottle next to a signpost.  Imagine my surprise when I ran across the same potion bottle further "west" of where I dropped it.  And then when I went east of the trading post, I found the same bottle.  If you want to try to make exploration realistic and actually have areas that correspond to each other, you can't do things like that.  It ruins it.
- Need to give creatures either Improved Unarmed Strike or Creature Weapons so they don't give Attacks of Opportunity when meleeing
               
               

               
            

Legacy_CaveGnome

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« Reply #53 on: April 11, 2013, 01:37:24 am »


               

MagicalMaster wrote...

I gave OEWTP a good faith effort...but your mod is broken.

Sorry to hear that and thanks for your patience... I know, testing alphas and betas can be frustrating at times ':?'


I cannot find the native camp and gave up after an hour.  I initially established a search grid - went 3 km east of the post and went north 7 km.  Then east 1 km and back south to the road.  Then east 1 km and north 7 km.  Then east 1 km and back south to the road.

Feeling quite frustrated, I went back to the post to examine
the mushroom.  Following the instructions on it, I went north 3 km, then
east 1 km, south 1 km, east 1 km, north 3 km, east 1 km, south 3 km. Nothing.


Hmm... I completed the module from start to end 4 times with no major problem. And in my experience, finding the native camp is easy (finding the "land of Ka" is harder but i have done it without cheating 2 times) but as i am the designer, i supose i am biased...

I suspect we have here a problem understanding the coords system. If you used Thomas hints on the native camp it's completely impossible to have a camp 7 km north (when he says 3 km or more north, it means really that the camp is at 3, 4 or 5 km north max. The camp can't be at more than Y= +5 north by design). Ok, i will explain how it works, perhaps this will clarify the matter... After all, this is an alpha test module ;-) But i will put more precise help in next module iteration.

<Spoilers ahead>

The module is generated dynamicly (if you know about RDG9F or infinite dungeons, this works on the same principle). In fact the "native camp" and the "land of ka" position are randomly calculated at every new game start. and the system fills the land between these and the Trading Post with the needed number of forest areas reusing a limited set of forest areas. The problem and interest is that the forest is virtually unlimited (in fact there is a limit, but it's big) as the only fixed positions are: trade post, native camp, land of Ka. The player can be lost easily, obviously, too easily... It is why i was planning a "autocompas item", but i will need more time to script this, sorry.

The "Trading post" serves as an anchor and is ALWAYS at position X = 0 and Y = 0. One area deplacement counts for 1 km in the X or Y axis.

Departing from the Trading post, if we go WEST, we decrement X coordinate. The first area WEST of T.P. is at pos X = -1, Y = 0 and so on. If we continue the walk WEST, the 69th "forest road" area will be at X = -69, Y = 0. Being there, now we go EAST one area, we enter "forest road" X = -68, Y = 0 and the signpost reads "T.P. direction East, distance: 68 km". If starting from the Trading P. we go EAST, we increment X and will enter "forest road" area X = +1 Y = 0. Note that you can't have negative Y. When you reach the road or the T.P. you reach always an Y = 0 area. But Y can go positive to big numbers.

In the v.050 and v.055 game:  the "native camp" random generator creates coords in a boundary from:
[X = -2 to X = +2 including X =0] AND [Y from Y = +2 to Y = +5]. So you have 20 coords possibilities.

The "Land of Ka" is created in the boundary [X =-3 to X =+3 including X = 0] AND [Y = +7 to Y = +9].  21 possibilities.

<Spoiler End>



I did notice an oddity twice while searching - I went into an area transition and a new area loaded.  Then immediately a SECOND new area loaded without me doing anything.  That might have been me finding the camp and then getting teleported out for some reason or something.

But...yeah, nothing.


Hmm... This is not intended behaviour, probably a bug (not sure i parse multiple clicks on the area transitions).


Other notes I took while playing...

- Quite a few typos - if you intend to polish it, should look at those
- Not fond of the choice at the beginning - primarily because you don't get enough information about it. Should tell people about the discount and money received BEFORE they have to choose
- Why does the explored area on the map keep resetting?  Extremely annoying because the whole idea of areas in NWN is already a game limitation - resetting the map drives this point home and makes it even worse
- Since apparently you were trying to set areas up as actually being "realistic," I decided to see how far west I could go along the road.  Except the first few areas seemed awfully similar.  So I dropped a potion bottle next to a signpost.  Imagine my surprise when I ran across the same potion bottle further "west" of where I dropped it.  And then when I went east of the trading post, I found the same bottle.  If you want to try to make exploration realistic and actually have areas that correspond to each other, you can't do things like that.  It ruins it.
- Need to give creatures either Improved Unarmed Strike or Creature Weapons so they don't give Attacks of Opportunity when meleeing


- Yes, typos where expected (english is not my native language). Will spellcheck the convs in next version.
- I understand your opinion on the info for the discount and room but not the money received (it's clear before the choice that you get 4000 if you sell, and you have a possibility to abort at the last moment if you change mind). And for me, the story goes as this... Eroud is trying to play dirty to buy the shares and he don't want to give all the good info bits to Sigismund nephew or niece.
- For the "explored map area resetting" it was a poor attempt to hide the fact i was reusing the same areas again and again and again '<img'> I will try to find something better...
- See "spoiler details" for why the areas seemed awfully similar (in a sense, i am happy that the mod could trick you, this is a good sign). In the future, i intend to implement a random placeable system to introduce more variety in every new area.
- I was aware of the problem, but because of the creation time constraints, the module doesn't yet destroy abandoned items when you exit an area.
- Good idea. For now the animal/creature system is very minimal, but i will try to improve it.

Many thanks for your input, that's very helpful.

CG


PS: Did you play the 0.5 version? (because this version has a bug on Thomas "native camp hints", when he must say "North", an empty string appears (my fault, a token problem) but that's corrected on the 0.55.
               
               

               


                     Modifié par CaveGnome, 11 avril 2013 - 12:59 .
                     
                  


            

Legacy_MagicalMaster

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« Reply #54 on: April 11, 2013, 03:31:18 am »


               

CaveGnome wrote...

I suspect we have here a problem understanding the coords system. If you used Thomas hints on the native camp it's completely impossible to have a camp 7 km north (when he says 3 km or more north, it means really that the camp is at 3, 4 or 5 km north max. The camp can't be at more than Y= +5 north by design). Ok, i will explain how it works, perhaps this will clarify the matter... After all, this is an alpha test module ;-) But i will put more precise help in next module iteration.


I understand the coordinate system.  My point was that I searched a massive area LARGER than what should have been possible (in case you were off by 1 km or something) and STILL couldn't find it.  I pretty much wound up searching everything in a 7 x 7 grid with the trading post at the southwest corner.

Maybe I need to make a Paint diagram or something.

And yes, I was going by what Thomas said and then by what the shroom said.

CaveGnome wrote...

The player can be lost easily, obviously, too easily... It is why i was planning a "autocompas item", but i will need more time to script this, sorry.


The way I avoided getting lost was remembering that I could always go south to the road, and then use the sign to find where I was in relation to the trading post.

CaveGnome wrote...

In the v.050 and v.055 game:  the "native camp" random generator creates coords in a boundary from:
[X = -2 to X = +2 including X =0] AND [Y from Y = +2 to Y = +5]. So you have 20 coords possibilities.


If X can be -2 or -1, that means it can be WEST from the camp.  When you tell the player it's northEAST.

CaveGnome wrote...

Hmm... This is not intended behaviour, probably a bug (not sure i parse multiple clicks on the area transitions).


Might want to check the transition for the native camp - semi wondering if I stumbled across it and got teleported out.

CaveGnome wrote...

- I understand your opinion on the info for the discount and room but not the money received (it's clear before the choice that you get 4000 if you sell, and you have a possibility to abort at the last moment if you change mind).


I know you find out about the 4000, I meant that you should include both, not just one.

CaveGnome wrote...

And for me, the story goes as this... Eroud is trying to play dirty to buy the shares and he don't want to give all the good info bits to Sigismund nephew or niece.


Would you EVER accept a job without at least vaguely knowing what it entails?  Even just him saying "You're responsible for gathering furs and such and get a cut of the profits of the furs you sell to me" would help.  Right now it looks like a choice between 4000g and nothing, not 4000g and something that might bring some income in.  He doesn't have to mention the free room (and could skip the discount), but he should say SOMETHING about the job (or at least give some general details if you press him on it).

CaveGnome wrote...

- For the "explored map area resetting" it was a poor attempt to hide the fact i was reusing the same areas again and again and again '<img'> I will try to find something better...
- See "spoiler details" for why the areas seemed awfully similar (in a sense, i am happy that the mod could trick you, this is a good sign). In the future, i intend to implement a random placeable system to introduce more variety in every new area.


It tricked me for about three areas, I grew very suspicious when I noticed the sign gave the info in a pop up instead of being something I could examine.

Is there a problem with just having the areas revealed at the start?  Could even hide it in "unique" areas where you don't want players to see something in the terrain area of time.

CaveGnome wrote...

- I was aware of the problem, but because of the creation time constraints, the module doesn't yet destroy abandoned items when you exit an area.


A way to keep track of where you are would be to leave a trail of items behind you so you can retrace your path (since you can't cut down a bush or break a tree branch or scuff up a trail).  Destroying them make that not possible (though obviously it's not possible anyway since you're not actually using a legitimate path, I guess, but it breaks the illusion even further).

CaveGnome wrote...

PS: Did you play the 0.5 version? (because this version has a bug on Thomas "native camp hints", when he must say "North", an empty string appears (my fault, a token problem) but that's corrected on the 0.55.


No, 0.55.
               
               

               
            

Legacy_MagicalMaster

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« Reply #55 on: April 11, 2013, 03:44:18 am »


               Just checked 6 north for both x = -1 and x = -2.  Nothing.

Feeling very suspicious about that double area transition that I encountered twice.
               
               

               


                     Modifié par MagicalMaster, 11 avril 2013 - 02:44 .
                     
                  


            

Legacy_CaveGnome

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« Reply #56 on: April 17, 2013, 07:33:48 pm »


               

MagicalMaster wrote...
I understand the coordinate system.  My point was that I searched a massive area LARGER than what should have been possible (in case you were off by 1 km or something) and STILL couldn't find it.  I pretty much wound up searching everything in a 7 x 7 grid with the trading post at the southwest corner.

And yes, I was going by what Thomas said and then by what the shroom said.


Ok, i see that you understand X, Y coords system. But as X going negative to the left of origin is not the common form, i thinked it was interesting to point it for other (stranded?) players reference. In v0.55 Thomas is right about what he says, just a little imprecise, but next version will have better Thomas hints. The shroom indications corresponds to the real locations where you find the "special areas".



Might want to check the transition for the native camp - semi wondering if I stumbled across it and got teleported out.

If X can be -2 or -1, that means it can be WEST from the camp.  When you tell the player it's northEAST.

Just checked 6 north for both x = -1 and x = -2.  Nothing.

Feeling very suspicious about that double area transition that I encountered twice.


I have tested the 8 transition areas intensively with no special problem. To date, i have done 4 more times the game from start to end without reproducing your specific problem. Very strange... If X is -2 or -1 it means it's North-West from the Trading Post ("camp" or "ka sacred land" can't be pure West or East). As far as i tested for negative X, Thomas always says North-West.

I have been thinking about your problem, perhaps you have a initial PC start location glitch. Because, location, token and journal inits are done at start when the PC is materialised in the trigger in front of the Trading Post signpost '<img'>. If the PC is not initialy in this trigger, this could lead to big problems.

As of the double area transition, i don't understand. I tried to reproduce it with no sucess. It could be interesting to have feedback from other players to learn if it's a specific or general problem.



I know you find out about the 4000, I meant that you should include both, not just one.

Would you EVER accept a job without at least vaguely knowing what it entails?  Even just him saying "You're responsible for gathering furs and such and get a cut of the profits of the furs you sell to me" would help.  Right now it looks like a choice between 4000g and nothing, not 4000g and something that might bring some income in.  He doesn't have to mention the free room (and could skip the discount), but he should say SOMETHING about the job (or at least give some general details if you press him on it).


From a player's perspective, i think you are right. I modified Eroud conversation to something like what you suggested.



Is there a problem with just having the areas revealed at the start?  Could even hide it in "unique" areas where you don't want players to see something in the terrain area of time.


I don't know. I need to try this idea, but it's a good suggestion.



A way to keep track of where you are would be to leave a trail of items behind you so you can retrace your path (since you can't cut down a bush or break a tree branch or scuff up a trail).  Destroying them make that not possible (though obviously it's not possible anyway since you're not actually using a legitimate path, I guess, but it breaks the illusion even further).


I know... I have been using these sort of tricks too '<img'>. For now, i have implemented the "wiping script" in the dev version that destroys all items abandoned in the area you leave (an imperfect  progress, but a progress). I am thinking about a more realist system who will be able to save and restore at the right places and right areas, items lost (intentionaly) by the PC, but it is a script intensive task and not high priority.
               
               

               
            

Legacy_MagicalMaster

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« Reply #57 on: April 17, 2013, 11:19:15 pm »


               

CaveGnome wrote...

Ok, i see that you understand X, Y coords system. But as X going negative to the left of origin is not the common form


Huh?  You learn in, like, pre-algebra about a Cartesian coordinate system where -X is left, +X is right, -Y is down, +Y is up.

CaveGnome wrote...

If X is -2 or -1 it means it's North-West from the Trading Post ("camp" or "ka sacred land" can't be pure West or East). As far as i tested for negative X, Thomas always says North-West.


Oh, so you're saying that if it actually is Northwest instead of Northeast he'll update his dialogue?  I thought he always said Northeast and then you were actually possibly making it Northwest, which is why I was annoyed.

CaveGnome wrote...
I know... I have been using these sort of tricks too '<img'>. For now, i have implemented the "wiping script" in the dev version that destroys all items abandoned in the area you leave (an imperfect  progress, but a progress). I am thinking about a more realist system who will be able to save and restore at the right places and right areas, items lost (intentionaly) by the PC, but it is a script intensive task and not high priority.


Yeah, given what you're doing leaving a trail would be very difficult.  I think making a "compass" that always told you what direction the Trading Post was at would be sufficient (with the possible answers being East, Southeast, South, Southwest, or West).

CaveGnome wrote...

As of the double area transition, i don't understand. I tried to
reproduce it with no sucess. It could be interesting to have feedback
from other players to learn if it's a specific or general problem.


Well, third time's the charm, so I went and tried to reproduce it myself.  Except now I do actually load into the native camp (3 north and 1 east from trading post).  Not sure what's going on.  Easy to assume I messed something up except I'm finding it difficult to believe I messed up a simple grid search not only once but *twice.*

Found Ka at 7 north, 0 east.  If I hadn't known from this post that it was between -3 and 3 for X and 7 to 9 for Y I probably would have not bothered - I don't think many players want to potentially search something like a 10x10 grid.

What level did you expect players to find Ka at?  I was level 4.

What did you expect players to do with Ju-Ju?  He did about half my health in damage with one Call Lightning (and there are no healing potions in stores) so I ran all the way back to the trading post, rested, and then went and killed him.  Also, what are you expecting players to do with the shadows?  They have 5 damage reduction, which means many classes will find it extraordinarly difficult to harm them (especially once strength has been drained).
               
               

               
            

Legacy_MagicalMaster

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« Reply #58 on: April 18, 2013, 01:01:03 am »


               So...Cave Defense.

Interesting idea, never considered making a tower defense game in NWN.

The evil wolf and giant spider are hostile, though.

Tutorial dialogue option also does nothing.

If your minions run through the door to fight the adventurers and you follow them to loot, you get trapped on the other side of the door.

Waves just seem to repeat the exact same thing endlessly.

Not clear where enemies are coming from or what you have to defend.

Wound up beating all three levels, huzzah.  Poor Thorin.
               
               

               
            

Legacy_CaveGnome

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« Reply #59 on: April 18, 2013, 01:14:42 am »


               

MagicalMaster wrote...

Oh, so you're saying that if it actually is Northwest instead of Northeast he'll update his dialogue?  I thought he always said Northeast and then you were actually possibly making it Northwest, which is why I was annoyed.


Yes. I use tokens in my convs to change text on the fly. If the module invents a NorthWest loc., Thomas will say NW and if its NE, he will say NE. If you play a female, the conv will say "niece" and "nephew" if male... Its a very powerful function. You can adapt convs without having to make lots of text branchs, just change the words you need when needed.



Yeah, given what you're doing leaving a trail would be very difficult.  I think making a "compass" that always told you what direction the Trading Post was at would be sufficient (with the possible answers being East, Southeast, South, Southwest, or West).


The compass is simpler to make. I have not decided exactly how it will work. I have two basic ideas: a system like the one you suggest (giving the T. Post direction) or a system storing the full path from the Trading Post and able to play the path in reverse. Thinking of it, leaving items on virtual areas and later retrieving then would also be cool.



Well, third time's the charm, so I went and tried to reproduce it myself.  Except now I do actually load into the native camp (3 north and 1 east from trading post).  Not sure what's going on.  Easy to assume I messed something up except I'm finding it difficult to believe I messed up a simple grid search not only once but *twice.*

Found Ka at 7 north, 0 east.  If I hadn't known from this post that it was between -3 and 3 for X and 7 to 9 for Y I probably would have not bothered - I don't think many players want to potentially search something like a 10x10 grid.

What level did you expect players to find Ka at?  I was level 4.

What did you expect players to do with Ju-Ju?  He did about half my health in damage with one Call Lightning (and there are no healing potions in stores) so I ran all the way back to the trading post, rested, and then went and killed him.  Also, what are you expecting players to do with the shadows?  They have 5 damage reduction, which means many classes will find it extraordinarly difficult to harm them (especially once strength has been drained).


I am happy you succeded, whatever the problem was. Yes, Ka sacred land is hard to find. Perhaps, i will make Chellec give better location info, like Thomas does. I expected players to find Ka between level 3 and 5 (ending game with a level 3 in stealth mode is doable, but i need a lvl 4 if fighting my way).

<Spoiler>
Ju-Ju story is not completly implemented. There will be 3 paths: Revenge, Respect the Ju-Ju, Avoid the Ju-Ju. And the player will have different choices giving different ends and the Ju-Ju will have more power and a better AI.

Shadows? For now, flee and run away. Yes, for some classes they are
difficult (or impossible) to kill, but Chellec will have a solution in
the future.
<End Spoiler>

Lack of healing potions is a design choice, but you have healing kits at your disposal. I think this is a more realistic choice for a trapper / hunter story.
               
               

               


                     Modifié par CaveGnome, 18 avril 2013 - 12:16 .