Author Topic: Making first multiplayer module - Are these concepts possible?  (Read 477 times)

Legacy_JM Scion

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               Hey guys. This shouldn't be taken as an official announcement, but I am working on a multiplayer prequel to the SP module "July Anarchy Prologue" (yeah, a prequel to a prologue, I know). The problem is that every module I've built so far has been single-player. Most of the modules out there seem to be multiplayer, so it can't be that big a leap, but after the headache Prologue turned out to be, I want to have a better idea of what I'm jumping into here. This new module (July Anarchy: Incursion Namibia is the current title) is carrying over most of the concepts from Prologue, but adding in even more stuff to make it feel like a seperate game from NWN.

So do any experienced multiplayer scripters know if the following concepts are at all impossible, or if adapting to NWNX would make them easier?

1. Factions. The players can now choose to join either the Nomads or the UN at the start. Each player can join either faction, but the differences between each are pretty huge. I'm hoping I can add the player's faction as a custom feat, either to the PC skin or directly to the PC via NWNX.

2. Character Backgrounds. Like factions, the PC picks their background at the start, which affects some subplots and gives them certain bonuses or penalities. For example, a Nomad that is an Anarchist builds Adrenaline faster, but has a sour reputation with UN officials. I'm also hoping to apply these via custom feats.

3. Reinforcements. In Prologue, the PC gained reinforcements in the main battle by completing side missions. In Incursion Namibia, any PC that belongs to the UN faction can call for reinforcements into most areas, from a few more soldiers to tanks and air support. The trick is finding a way to give the player a quick way to access the reinforcements menu without going into a conversation menu, which can't be activated during combat. I could add them as special abilities attached to a radio item (NOT a unique power ability), but I haven't tried adding custom item properties yet. Would it be easier to make each reinforcement call a feat ability?

4. This is the tough one. Dynamic enemy/ally spawning. Like Prologue, there's going to be lots and lots of fighting and explosions and guns and metal and fun. However, Prologue had a relatively simple creature spawning system that I'd like to redo. Instead of creatures being spawned at fixed points when the player enters a region, and being deleted when they leave, I'd like to spawn creatures and allies at a random location beyond any PC's point of view, and then remove them if they are a certain distance away from the PC. That way, as the player runs around an area, it looks more like a huge constant battle is being fought through the entire region as opposed to just resetting. This obviously becomes more complex when you have multiple players in an area that cover more ground. It shouldn't be too hard to write a script that picks a random location a certain distance away from one PC, but can it find one out of view of all PCs?

5. Score/AP building. This module might be longer than Prologue and may not be accomplished in one sitting. So if a player leaves, then returns later, is there a way I can store their points and the AP they've accumulated? This might require the use of a database, but I get the impression databases are for PW modules, which Incursion Namibia is not.

That's all for now. You guys don't have to write any of these scripts for me, just let me know if they simply can't be done. Of course, if anybody wants to help build the mod with me, I'd be happy to have you :happy:
               
               

               
            

Legacy_henesua

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Making first multiplayer module - Are these concepts possible?
« Reply #1 on: August 15, 2012, 11:13:57 pm »


               Short and sweet:
(1) Do not need NWNX - will need some way of tracking data though
(2) Easy enough to do, adding as a feat to the skin could work just fine
(3) Could do these with the PC Feats/Abilities check out both spells and feats 2das. You'll find what I am talking about.
(4) NESS would work well for this - would just need to customize it slightly, and as intended by the system. NESS has expandability built in with custom scripts executing at certain moments in the process
(5) No problem. Use a DB or store the data on an item carried by the player.
               
               

               
            

Legacy_JM Scion

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Making first multiplayer module - Are these concepts possible?
« Reply #2 on: August 16, 2012, 01:03:05 am »


               Thanks a ton henesua! That makes me feel a lot more confident going into this.
               
               

               


                     Modifié par JM Scion, 16 août 2012 - 12:03 .
                     
                  


            

Legacy_ffbj

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Making first multiplayer module - Are these concepts possible?
« Reply #3 on: August 16, 2012, 02:45:29 am »


               There's Vendalus PPR persistent player relations. (maybe too much for what you want). There are a few random spawners Aman Shader's is one, I did another one.  I could also send you the current module I am working on which has a number of features you might be interested in.
The approach I would take would be to work on one feature at a time, but feel free to jump around if you have the urge to work on somthing else.  Build from the bottom up and be prepared for a lot of work.  Use what you can from the vault, it's sort of like a gold mine, lots of rocks, but a few really sparkly ones.
I did one scirpt that attempts a simulation at a small army, well maybe more like a recon in force, charging across terrain arrayed in attack formation.
               
               

               
            

Legacy_henesua

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Making first multiplayer module - Are these concepts possible?
« Reply #4 on: August 16, 2012, 02:55:13 am »


               PRR is definitely more complex than what is needed for this, and you'd still have to create your special player factions based on background which as I said would work just fine as a feat OR just a local variable on the PC skin OR better yet a Journal Entry that describes their background.

I wanted to add that I really like where you are going with the backgrounds/team based play. This is something that I have thought about adding to Arnheim, but never got around to it. I'm feeling more motivated now that I'm considering a transition towards sand box play after we wrap up our series of sessions.

And one more thing...
Harvest of Souls - check it out
               
               

               


                     Modifié par henesua, 16 août 2012 - 02:04 .
                     
                  


            

Legacy_Carcerian

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Making first multiplayer module - Are these concepts possible?
« Reply #5 on: August 16, 2012, 03:53:34 am »


               A PW is a LOT of work, esp dealing with cheats, exploits etc...

That said, u are welcome to use the shayans demo as a base module, it has working factions and 20+ basic subraces... '<img'>
               
               

               


                     Modifié par Carcerian, 16 août 2012 - 03:04 .
                     
                  


            

Legacy_JM Scion

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Making first multiplayer module - Are these concepts possible?
« Reply #6 on: August 16, 2012, 07:51:48 am »


               This isn't a PW, just a multiplayer-enabled mod for about 6-8 players. Though I'm not at all opposed to working on a PW in the July Anarchy setting (actually it would be really awesome just to see a D20-enabled PW), I know there's no way I can build and maintain one solo.

I'm not too worried about scripting the background system so long as I can get the custom feats working. Character backgrounds serve a dual-purpose of allowing players to further specialize their characters for team-based gameplay and giving roleplaying enthusiasts more to go on. For example, in one of the backgrounds, your character lost a loved one and is fighting for revenge, so you get to pick a Favored Enemy and encounter a unique sidequest.