Starting of my own module...
Posted 10-04-2007 at 01:05 PM by Kipi
So, first blog entry here in GB, and what would be better topic than the module I'm making for NWN? 
Basically, I've been thinking about making this module for some time now, and finally found time and devotion to do it. Of course, it won't be ready any time soon, as it's going to be huge (estimated about double the size of OC, maybe even bigger)
The module is basing on the D&D campaign I've created and I'm even running in Nexus (forum where some ex-members of GB resides). The main story is that your character is captured by unknown person/monster, and thrown in huge maze-like dungeon full of monsters, traps and of course other adventurers. The dungeon has a meaning, as well: It serves as a arena for the game of the master, and the game is about surviving. Either you get out and will be free, or you die.
So, I've the main idea ready, and partly made the very beginning section of the dungeon, but I've couple of problems I would hope any of you could help me:
1) As PC's character has limited abilities, there must be a way to get past different problems (damage for non-healers, traps and locks for non-thieves and so on). I'm not that keen of including many joinable NPCs to the game, so I'm a bit lost how this problem could be solved.
2) Related to problem no. 1, how easy should I make the access to different potions (mostly healing ones and buffing potions)?
3) As I'm not very familiar with the constructor, is it possible to create items of my own? Partly this is related to the problem number 1, but there are other uses for me of this as well...

Basically, I've been thinking about making this module for some time now, and finally found time and devotion to do it. Of course, it won't be ready any time soon, as it's going to be huge (estimated about double the size of OC, maybe even bigger)
The module is basing on the D&D campaign I've created and I'm even running in Nexus (forum where some ex-members of GB resides). The main story is that your character is captured by unknown person/monster, and thrown in huge maze-like dungeon full of monsters, traps and of course other adventurers. The dungeon has a meaning, as well: It serves as a arena for the game of the master, and the game is about surviving. Either you get out and will be free, or you die.
So, I've the main idea ready, and partly made the very beginning section of the dungeon, but I've couple of problems I would hope any of you could help me:
1) As PC's character has limited abilities, there must be a way to get past different problems (damage for non-healers, traps and locks for non-thieves and so on). I'm not that keen of including many joinable NPCs to the game, so I'm a bit lost how this problem could be solved.
2) Related to problem no. 1, how easy should I make the access to different potions (mostly healing ones and buffing potions)?
3) As I'm not very familiar with the constructor, is it possible to create items of my own? Partly this is related to the problem number 1, but there are other uses for me of this as well...
Total Comments 4
Comments
| | Ah, I've been thinking about starting one too. I just don't have the spare time to both figure out how to do this and to actually do it. Perhaps some day. 1)Involves only animals. 2)You play some animal class, in packs or solo, whatever. No weapons, magic, humans or monsters. Just Jawn & Claws. 3)And some kind of alternative story. Uh.. theoretically you could even create a D&D -I mean, J&C version of Watership Down. The models are already there and everything. And that one gets pretty violent too. I'm sorry, I just love awkward stuff. |
| Posted 10-04-2007 at 05:21 PM by Tricky |
| | Sounds nice, Kipi. Health and mana can be regenerated over time and with sleeping, so you don't have to place tons of potions in every corner. A nice ring of regeneration found on a corpse of a mini-boss could be helpful. Or construct a vending machine that would require tokens. Create a funny dialogue with this robot and, as a bonus feature, a possibility to cheat (like finding a cheap substitute for the tokens). Make your adventurers stand in line... Impatiently... I would not make it too hard to get enough healing potions: it can be very frustrating to reload all the time. Traps and locks: locked doors/chests can be bashed; I don't see a problem with that. Some keys can be found (That is actually more interesting than a simple use of the "open lock" skill, at least to me). Traps can be sprung by low-level summoned creatures and lured monsters or just shrugged off. Sorry, I cannot answer question #3... |
| Posted 10-04-2007 at 05:33 PM by Lady Dragonfly |
| | Thanks both of you ![]() Yeah, locks shouldn't be too bad, as I can always include more puzzles and quests which will reward key to specific door(s)... ![]() Anyone knows if it's possible to make a trigger in the editor so that when certain thing happens (dialogue option selected or something else), specific trap is disarmed automatically? |
| Posted 10-05-2007 at 01:33 AM by Kipi |
| | A blog is not the best place to look for advice on building NWN modules, though search for Lilac Souls script generator on NWN vault http://nwvault.ign.com/, you should be able to make such a script with it, or ask on the forums http://nwn.bioware.com/forums/viewforum.html?forum=47. |
| Posted 10-05-2007 at 03:37 AM by Azarr |
Recent Blog Entries by Kipi
- My restart of WoW (07-14-2008)
- Connecting... Access Granted! (11-27-2007)
- Remember: It's healthy to rant daily (10-17-2007)
- Starting of my own module... (10-04-2007)





