Cormyr - new module development [video]

Discussion in 'General Modification' started by anatoliy, Mar 10, 2020.

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  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Awesome Anatoliy! I particularly liked how you got the rats to look like they were running up a slope there at the end when they came out of that gully - very nice effect.

    Can I suggest you actually block the pillars in the first room. Having to fight around them, while the enemies behind them appear and disappear would add something, I think. (If you have tried this and it ruins the encounter due to being a small room, then disregard. Also, apologies if you spoke about this, I had the sound down fairly low while watching).
     
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I was also going to suggest this, I'm not certain why your Goblins were not using their small steel shields, I know they can use small wooden shields... you could try adding the "npc.wield_best_all" script to their spawn script, I'm pretty sure someone wrote a script to force equip items held at some point.
     
    Last edited: May 13, 2020
  3. WinstonShnozwick

    WinstonShnozwick Established Member

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    Very impressive work so far! Have to admit, the 2D is growing on me now. With proper invisible walls it looks a lot more like the game. My only thought of possible things to add would be more 3D objects if appropriate. Very glad you put real doors in, I expect chests as well. But what about other 3D objects, there are a lot of models in the game. Where appropriate, these 3D objects really help to bring the 2D map to life.
     
    Last edited: May 13, 2020
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Yep, 3d chests and barrels can easily be added, secret doors will stick out like a sore thumb without the 3d backgrounds to blend in with - unless you just make them invisible until discovered.
     
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  5. anatoliy

    anatoliy Established Member

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    Hi @Shiningted, thank you for the feedback!! :)

    I will try adding pillars for the sake of cover) Will let you know.
     
  6. anatoliy

    anatoliy Established Member

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    This is game design bug, I forgot to add it to the bug list. Will fix it))
     
  7. anatoliy

    anatoliy Established Member

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    Thank you very much! :)

    Yep, although 2D is not as good as isometric, but it is still playable. And much much much faster to implement.

    As for the 3D objects - unfortunately there are not so many of them in the Vanilla game. I used Doors, Chests and Mirrors. There are also bushes, trees etc, but no furniture.

    This map has 18 (!!) Encounters, mostly battle. There is a lot to play with, and few have quite big challange.

    I was planning to create full play-through video, but decided not to bore viewers)). 17 minutes are enough. And not to spoil either.
     
  8. WinstonShnozwick

    WinstonShnozwick Established Member

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    Is the process used to create these modules something that could be easily re-applied? A module I've eyed in the past as a fun looking one for ToEE is Tomb of Horrors.
     
  9. anatoliy

    anatoliy Established Member

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    I would not say easily. But it is doable.

    Creating a map is somewhat easy.
    Creating monsters is more complex.
    Scripting is hard. And unless you know Python and some C++, it is extremely hard.

    And it takes time. Unless it is a hobby, like in my case))
     
  10. WinstonShnozwick

    WinstonShnozwick Established Member

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    So Cormyr is 4-7/8th level parties. You've been adding other modules ITT that are for other party levels. Is the plan that in the end all of these added modules will all be combined into one where you can explore a world map made for these areas and it is given to you in an order so you can start a game from level 1 and go all the way to 10+ like the original temple?
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    It's more of a collection of pre-written modules, so you could start with The Shattered Gates of Slaughterguarde is for parties of level 1 to 6, or A Dark and Stormy Knight which also starts at level 1 but is much shorter, upon completion other module options become available to continue playing.
     
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  12. anatoliy

    anatoliy Established Member

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    Just as Allyx put it :)

    Cormyr started as Research and Development project. I wanted to understand how much effort it would take to create encounters, monsters and maps.

    Also to convince @Sitra Achara and now @Doug to incorporate some extentions to TemplePlus))

    But then @Allyx convinced me that players would rather prefer starting from level 1 instead of magically increase levels.

    I picked Shattered as it is more combat oriented, starts with level 1, has nice book with detailed encounters and maps, plus more difficult than other level one books.

    It's a process, well Agile one. Meaning each iteration would bring new information to think about and regroup, replan.

    Now I think that it would be nice to rush development up to the point of having city + this completed level and publish as a beta.
     
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  13. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Vintra's dlg and py files.
     

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  14. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Four shopkeepers - weapons, scrolls, leather and a barkeep
     

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  15. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Updated Sumberton map.
     

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