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Topics - Dark_Ansem

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1
Other Games / Baldur's Gate 3
« on: September 12, 2019, Thursday, 11:54 pm »
Seriously, I'm shocked there has been no proper thread on this.
Excited? Disappointed?

2
Character and Combat System (SRD 3.5e) / Missing equipment slots
« on: July 19, 2019, Friday, 11:32 am »
So, straight from SRD, this is what characters can equip:

http://www.d20srd.org/srd/magicItems/magicItemBasics.htm

  • One headband, hat, helmet, or phylactery on the head
  • One pair of eye lenses or goggles on or over the eyes
  • One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
  • One vest, vestment, or shirt on the torso
  • One robe or suit of armor on the body (over a vest, vestment, or shirt)
  • One belt around the waist (over a robe or suit of armor)
  • One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
  • One pair of bracers or bracelets on the arms or wrists
  • One glove, pair of gloves, or pair of gauntlets on the hands
  • One ring on each hand (or two rings on one hand)
  • One pair of boots or shoes on the feet

However, AFAIK the game won't feature the slots in bold.

Wouldn't it be possible to have them implemented and work like rings/amulets will? So with an icon, but no visible model on the character? To avoid redoing existing assets.

3
Gameplay Discussion / Player Dimension: Hero or Group?
« on: July 15, 2019, Monday, 10:27 am »
So, I wonder, is the game built for a Hero with Party or also a Solo Hero?

4
Character and Combat System (SRD 3.5e) / Types and Subtypes?
« on: May 12, 2019, Sunday, 10:30 am »
do monsters support Types and subtypes?
as in, factors that editor and script can recognise?
I'm thinking of this: http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype
see it in action here: http://www.d20srd.org/srd/monsters/hellHound.htm

5
Gameplay Discussion / Visual Combat Variety - Animations
« on: April 12, 2019, Friday, 01:16 am »
I'm curious, how much variety will we see in combat (and outside too) in terms of animations?
The point of my question is to avoid the "Baldur's Gate - Neverwinter nights" syndrome, where virtually the majority of human-like enemies had the same humanoid attack animation, even shadows or golems!
Dragons and Spiders of course had unique animations, but that's it.

EDIT: or the weapons! Only game I saw where dagger, greataxe, sickle, longsword and warhammer were swung in the same way *shudder* or scythe used to hit with the BOTTOM end rather than the top one, you know, the one with the blade! At least Neverwinter nights 2 improved significantly in that department.

At least until 1.69 came out and Infinite Dungeons too, which added new phenotypes, such as the floaty Masterius or the Golem.

So just wanted to ask if we can expect a relative variety of animations or a streamlined one.

6
Other Games / Favourite D&D modules?
« on: April 11, 2019, Thursday, 06:36 pm »
So, I was wondering, for those of you who play D&D, which module(s) meet your approval and you enjoy?

Mine are:

  • Return to the Tomb of Horrors
  • Dead Gods
  • Savage Tide
  • Jacob's Well
  • City of the Spider Queen
  • Forgotten Temple of Tharizdun
  • Night Below
  • Tomb of Annihilation

7
Map Editor / Request: "Tileset"/Landscaping Template for customised areas
« on: April 06, 2019, Saturday, 07:57 pm »
So, while I was working, I was thinking that eventually it would be nice to have, for the purpose of creating a custom "tileset", a default/placeholder one, eventually importable into a 3d editor (I'm still not sure how the world is built, if in 2d or 3d) for scaling purposes, featuring the following things (or more, since I'm sure I've forgotten things)

  • Doors - including how to make them "snap" to appropriate parts of the tile
  • walls
  • ceiling
  • floor
  • placeables such as statues, columns, furniture etc
  • flora
  • Elevation (?)
  • archways (if supported by engine)
  • roads

Thoughts?

8
Script System / Ruleset changes: how far and how wide?
« on: February 25, 2019, Monday, 12:45 pm »
I understand that we've been vaguely talking about ruleset changes but nothing too clear.

I would like to expand a bit more on the actual possibilities.

Can we create something like the Player Resource Consortium?

And how to apply it to existing\new modules?

What about a template system for character enhancement? Can it make to your rules?

9
Script System / Script Events: NWN comparison
« on: February 25, 2019, Monday, 12:43 pm »
So, what sort of events can we expect to be able to launch a script from?
In NWN, we could have different ones depending on the objects, here have the examples

NPCs
Quote
OnBlocked

OnCombatRoundEnd

OnConversation

OnDamaged

OnDeath

OnDisturbed

OnHeartbeat

OnPerception

OnPhysicalAttacked

OnRested

OnSpawn

OnSpellCastAt

OnUserDefined

Areas (the local area, like a town)
 
Quote
OnEnter

OnExit

OnHeartbeat

OnUserDefined

The Module itself ( the entire campaign basically)
Quote
OnAcquireItem

OnActivateItem

OnClientEnter

OnClientLeave

OnCutsceneAbort

OnHeartbeat

OnModuleLoad

OnPlayerChat

OnPlayerDeath

OnPlayerDying

OnPlayerEquipItem

OnPlayerLevelUp

OnPlayerRespawn

OnPlayerRest

OnPlayerUnEquipItem

OnUnAcquireItem

OnUserDefined

Placeable
Quote
OnClose

OnDamaged

OnDeath

OnDisturbed

OnHeartbeat

OnLock

OnOpen

OnPhysicalAttacked

OnSpellCastAt

OnUnlock

OnUsed

OnUserDefined

Doors
Quote
OnAreaTransitionClick

OnClose

OnDamaged

OnDeath

OnFailToOpen

OnHeartbeat

OnLock

OnOpen

OnPhysicalAttacked

OnSpellCastAt

OnUnlock

OnUserDefined

Triggers
Quote
OnAreaTransitionClick

OnClick

OnEnter

OnExit

OnHeartbeat

OnUserDefined

Mostly quite clear, but here is a quick lexicon of the ambiguous ones
  • OnHeartbeat: every six seconds (the span of a combat round in NWN);
  • OnDisturbed:  when the inventory of the object is changed at all. The inventory can be disturbed by a pickpocket attempt or the removal of items from a placeable object;
  • OnBlocked: when a creature is blocked by a door;
  • onAreaTransition: when the PC enters an area transition.

10
Character and Combat System (SRD 3.5e) / NPC skill editor: override options?
« on: February 25, 2019, Monday, 12:29 pm »
Are you going to implement an override option for NPCs if we want to make\ transplant some from PnP and need to override parameters such as saving throws, HP, spells per day, DC\Caster level related to certain skills, etc?

11
Gameplay Discussion / Animations framework
« on: February 25, 2019, Monday, 12:28 pm »
Could you share a bit more information about how animations will work in your game, compatible formats, how many are needed for a NPC\PC model, monster...

12
Gameplay Discussion / Particle editor
« on: February 25, 2019, Monday, 12:26 pm »
Can you share more information about how the particle editor works?
Is there any (remote) chance we will be able to import particles from other 3d apps?

13
Dialogue System / Responsive mutual skill checks?
« on: February 25, 2019, Monday, 12:25 pm »
So, I understand that the dialogue skill checks will be streamlined. I was wondering if skill for NPCs will actually count (maybe also outside of combat), in such matters. Will we see Persuasion skill checks take into account the NPC's persuasion skill, for example? or one moving silently against us, will his stealth skill matter?

14
Dialogue System / Further details on the scripted interactions and example?
« on: February 25, 2019, Monday, 12:19 pm »
I was wondering when we will know more about scripted interactions, perhaps even see an example of one working, also in order to determine what sort of art would fir with them, including related triggers.

A quick reminder of the screen right now.



"you can generate text  depending on the current gameplay situation, for example the environment, time of the day etc.
You can fully script any element of those events, with dynamic options for the player."

15
So, in the process of double checking the rules, I noticed that NWN made more or less a good job of porting the item properties from the rules: https://nwn.fandom.com/wiki/Category:Item_properties

So I was wondering whether these are all making a comeback, especially

https://nwn.fandom.com/wiki/On-hit:_cast_spell

https://nwn.fandom.com/wiki/On-hit

https://nwn.fandom.com/wiki/On_monster_hit (expanded for more challenging monsters)

But in a more powerful and mod-friendly way (still not sure how the data in the game works, and if the toolset will be able to dynamically pick up ruleset changes, which I hope will be massively possible)

Plus also new ones, namely..

Wizardry: double arcane spells of level X
Divinity: double divine spells of level X

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