Saturday 29 March 2008

Some work on the "lobby"

I usually don't like game starting lobbys, but I have decided that this module needs one to get the player in the right mood and give ome background and list credits etc. It also allows the player to configure the game in certain aspects such as the help system and some multiplayer options. It's also the place were you get stripped of all your possesions (don't worry you get them back when you have solved the game - or leave it) and get some proper adventuring equipment to-go. I have also experimented with the weather in NWN2. It sucks - just like the real weather. No thunder storms, flashes etc. So I have made a couple of VFX and together with the right sounds and flickering withe light I've succeded pretty well with a real Dr Frankenstein-thunder storm.

The work is going slow at the moment. We have started to rip apart my and my wifes home office rooms. I'll post a image of the chaos later. So I have to find a new place to put my friendly workstation. The renovation of the two rooms will take at least 4 months :)

9 comments:

Anonymous said...

Sooo, bascially this is where I'd turn on Verbose mode, like I'd always do in the IF version of Zork? ;)


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Amraphael said...

So you found your way here... ;)

Yes, of course. The verbose output setting turns on the color and increases the distance parameter so you can see objects far away :) :) :)


BTW, did you ever finish The Fall of Aielund Part 3?

Jclef said...

A lobby isn't so bad - as long as it's not the usual "Floating Phantom in some wide-open Netherworld"?

Anonymous said...

Lobby, camp fire, Secret tunnels, Tavern/Inn, The choices are endless :) Make it fun with out the routine feel.

Elw00d said...

Amraphael,

I lurk this blog as often as the Grues do. I will be happy when you complete it to your satisfaction. Good luck with your remodeling.

El

EC said...

Lobby's can be fun. Proof is Ernie's in Tomoachan, where we actually got to "meet" the builder.

To allow players to set game options, I was thinking for my part of popping up a gui some time after the opening cutscene and initial briefing (if I ever do implement the optional components I'm thinking about...). Thanks to Lance Botelle's recent custom gui for dummies tutorial, it seems to me something that's easier to do than I first thought.

Amraphael said...

@jclef
Crap, that was just what I wanted to do :)

@Liso
Maybe 40 pages of Flathead chronicles and a deep background of the Frobozz Magic Company would be fun? Not!

@Elw00d
Thanks for the support!

@E.C.P
The pop-up GUI is a really good idea that I might play around with. For now I think I keep the configuration and background conversation so short as possible. The player probably want to play the game, not fool around with the "Voice in the void" :)

Anonymous said...

Yup, I've made my way here. ^_^ You can run, but you cannot hide - there's no escaping this Loony!

And turning the setting to "verbose" is something I'll definitely do. Bring on the lobby!

And yes, I did indeed finish The Fall of Aielund Part 3. I really enjoyed it a great deal. Why do you ask?

Oh, and did you go through the epilogue mini-mod (it's just that, an epilogue, and not actually something to play) for Aielund? If not, you should. :)


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Lance Botelle (Bard of Althéa) said...

Hi Amraphael,

What an amazing project you are working on, and what excellent Custom Content!

I have been looking around other people's blogs of late and came across yours in the search and been reading yours from your first post (including the comments). I suspect I will get up to date in the next day or so, but wanted to comment now because I noticed E.C. Patterson mentioned my GUI tutorial. :)

I used the GUI method myself to give the players some background and for them to help select their playing style. You could achieve the same thing from a conversation, but using a GUI looks more polished after experimenting with the options.

I never programmed GUIs before and simply looked over a few examples and worked them out "backwards". Someone of your very obvious talents would have no problem using them.

I would just like to understand some of the things you have done now ... and like everyone else, cannot wait for this release.

If you ever get the time to put together a tutorial on using Gmax and, for example, how you make an item and placeable and add them to the game, I for one would be one of the first to download it and try to build some of my own content.

(As this is a very old comment section, I may add the cmment to a later post as well, just so I can add my appreciation there as well.)

GREAT WORK!

Lance.