Choose Your Language

Friday 14 February 2020

Episode 25: Nice New Gameplay!

Writing continues on module two at a better rate than previous weeks as v1.12E of The Scroll has proven to be the most stable release of the campaign to date. (UPDATE: As of 03/03/20, we are now on v1.18E) As this version has continued to be fault free in my wife's own latest play through (since updating), it has meant I have not been diverted from writing new material to sort out any further issues. With nearly 15 hours under her belt of fault free play, then unless she discovers anything else, v1.12E v1.18E may well be the final release of the campaign until module two is done. Talking of module two ... Read on ...

BACKGROUND ROLE-PLAY

So what's new? Well, it's hard to talk about anything too specific again, as much of the latest material is just a continuation of simply writing the whole thing! This includes continuing conversations, journal entries, scripts, etc. However, more specifically, I can say that I am starting to find an efficient way to include more background conversation nodes for players who do end up choosing to role-play a PC background. E.g. Bully or Lady's Man, etc.

I have even altered the script now to allow a Main PC (who are the only PCs that can have such backgrounds) to interject with their background node option, even if the player had started the conversation with a companion. Knowing the conversation node options will always be an option to the player has encouraged me to make the best use of them where possible, and it has been fun doing so.  

UPDATE: As these backgrounds are simply added feats, then (in theory) any PC could have a background, including companions. Therefore, I have reverted to the PC speaking as the PC applying their background comment, with a caveat that if no background has been set (either by the builder as a feat on the companion or as a feat applied as a background trait by the player when creating a PC), then if the Main PC has one set, then that will be offered if there is none other available.

JOURNAL NOTE SYSTEM

Another aspect of play that I have been having fun making more use of since I have it working now, is the ability to add additional notes to the player's journal. This is in addition to the normal journal quest entries, and are added alongside the notes a player can also add to the journal note section. Just like any player added note, they can be deleted by the player at any time, but are added as useful bits of information that help highlight those aspects that may be important when it comes to playing. For example, those players playing module one already may have noticed a note is added if and when a PC learns how to manage weapon repairs at a Repair Bench. This is one of the few notes that module one adds, but module two will make much better usage of this game mechanic to highlight not just game mechanic notes, but possible plot notes too.

NEW AREA MUSIC

I am also playing around with some new music files that I found, which I have managed to convert and add to areas. My test addition worked, and it currently sits as the music for an area I am currently working on. It's a minor new addition, but I hope, along with those I mention above, will be some of those differences that will benefit the next module.

THE MEGA MECHANICS

If you may recall, I have mentioned in the past that there will (also) be a mega-dungeon design in module two, which I hope will be well received. I have taken time and effort to develop a system of new mechanics that complements the overall design of the mega-dungeon to give a completely new experience to sit alongside the normal NWN2 gameplay. i.e. In much the same way players can currently experience new GUIs for puzzles and gameplay in the first module, the new GUI arrangements for module two I believe offer a whole new variety of gameplay to experience!

This week I have also been scripting aspects of this new gaming design to ensure it runs as smoothly and intuitively as possible. One thing I learned during this time is that you cannot get the gold piece value of ammo (bullets, arrows and bolts) like you can with other items. This meant I had to improvise a new way of doing so, which while quite boring to do, does mean I now have the system in place ready to work with some more code. All in all, this whole side of the gaming mechanics is gradually coming together ... right alongside the additional Readable Books I have written to complement such systems in the game and to give the player greater depth to the story. I have found the writing quite rewarding as I have brought the overall campaign story arc together.

That's all for now, as there's not much more I can say without giving spoilers ... Dare I say, I was even reluctant to use this week's screenshot in case it spoiled anything .. but I decided I was just being over cautious, so here it is ....

We Have Found A Tomb!

No comments: