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Post by Jaxe on Apr 4, 2007 10:55:47 GMT -5
I thought it was time to give the community some way to directly affect the development process in a reasonably easy fashion, so here it is. This poll serves to give some more direction to the development of the module for the coming months at least.
Thanks for your interest.
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Post by jojo on Apr 6, 2007 17:17:21 GMT -5
I'm gonna go with area design, because you can have all of the trades, professions, quests, systems, and other such things. But without at least a little tavern for shelter, you are just another floating soul in the infinite "no-ground-to-walk-on" abyss...
well, i have yet to run into that problem anywhere yet, but just in case.
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Post by xachriel on Apr 8, 2007 11:32:50 GMT -5
whahahhahahaaaa... Not gonna do some areas for awhile
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Post by Frin on Apr 8, 2007 13:25:23 GMT -5
I suggest working on the areas first, and then move on to all the details. A basic 'rough draft' of what the finishing world will look like will work in your favor I think...
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Post by xachriel on Apr 9, 2007 2:43:48 GMT -5
for a certain point yeah... I'm mostly for now concentrating on few certain areas... Basic graveyard complex with church and stuff... With little inspiration, school and part time job. I haven't had any time to do anything But today I might actually do something ;D
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Post by jojo on Apr 19, 2007 16:05:04 GMT -5
Anything happening? Anything at all?
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Post by Jaxe on Apr 20, 2007 16:57:38 GMT -5
Yes, there is quite a lot happening actually. We're expanding the world in all directions, trying to work out the occasional glitches in the gameplay and get the feeling for the module just right. Currently there are some issues with the new patch (1.05.960 I believe). It's wrought heck on our custom AI scripts and it'll take a while to sort it out. Other than this we've done the transition just fine and continuing on making ZS bigger and better.
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Post by jojo on Apr 20, 2007 21:32:38 GMT -5
well, with all of the problems that I am having, I am going off-line for now. when we reach a point where y'all need me, send me an e-mail. bclose@carolina.rr.com bye.
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Jayne
Dungeon Masters
Posts: 4
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Post by Jayne on May 8, 2007 1:52:00 GMT -5
Well, first off I'd like to add my bit of perspective. I see area design a crucial part of NWN2. Yes, lets just blame obsidian for now It's a known fact that there can be dozens of pesky little glitches in the tiles, hills and obsticles placed in the terrain. With fairly realistic and a bit of artistic work added, area design can easily catch the viewers eye and ensue them into the game. Second of all, a player who is seeking role play must know the designated area designed to attract a majority of players to come and converse, such as a safe haven or an abandoned shack used for sanctuary and boarded up to keep zombies at bay. Crafting and Trades are easily addicting to many other players, and can keep them occupied when there is little exp to be had. It can allow more roleplay to ensue while gathering parties to seek for such raw materials or other crafts. I believe this goes along with Professions and trades as well. Story lines can add flavor, but it should always be subtle. Nothing over dramatic, nothing too fancy. Being a small world in my opinion can make detail a crucial element. This detail can be ebbed over time to peak player interests. There, I added my bit.
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Post by Jaxe on May 8, 2007 8:04:51 GMT -5
Hello and welcome to the forums Jayne.
We're going for a 'movie'-like approach to area design by having the lighting set up so it tells the player whether an area can be considered secure or not, and also conveying some more mundane information about an area, for example if it's cold, toxic or blazing hot. Enemies (While for the large part zombies) will also vary depending on the environmental conditions. Some will have developed natural immunities, or characteristics that enable them to perform better.
The one thing that has always puzzled me about Zombie Survival is that how long such a thing would actually last. It always appears as if every such module starts off only weeks or months after a zombie outbreak and never explains what happens afterwards. We're starting off a bit later in a time when survivors are fighting in small pockets against the dominant undead hordes and have some resemblance of a united, yet not coherent 'guerilla' force.
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Jayne
Dungeon Masters
Posts: 4
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Post by Jayne on May 8, 2007 12:09:10 GMT -5
Ahh, all the better then This definitely seems much more interesting than the primitive Zombie Survival servers I've seen in Nwn1. I love the idea
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twah
Prey
I be Drow!
Posts: 1
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Post by twah on May 8, 2007 22:54:47 GMT -5
I voted for area development. A storyline suggests that eventually the story will end, and while I can see this as suitable for a simple module or campaign, it seems undersirable to me for something that's considered a persistant world. Quests would be a better idea, with the easier ones perhaps done in a linear fashion. When the PC reaches a certain level threshold, the harder quests could be in a non-linear format.
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Post by thedia on May 9, 2007 16:42:35 GMT -5
Hello all, I've gone for voting for area design, pretty much for the same general reasons mentioned by other, as we all need somewhere to do what ever we're going to do, least to the point in getting a rough idea where you as the builders know where all the varying contents going to be, and connected together. The rest can be built onto that.
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Post by thekmank on Jul 8, 2007 0:49:36 GMT -5
Off to my AREA creation!
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Post by Jaxe on Jul 8, 2007 13:42:38 GMT -5
Hey, good luck on that!
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