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Post by Afara on Jun 14, 2016 18:00:11 GMT
Awesome. Good job! Let us know when to test it and some pointers to where to start.
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Post by Deleted on Jun 14, 2016 21:28:18 GMT
Maybe Afara will give you access to the bandit cave, and the runaway teen, or whatever NPCs there and you could copy and make a one-off if you'd like, or change jenny hayseed, whatever you think would be best. :-)
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Post by doulos on Jun 14, 2016 21:49:40 GMT
I have access to it already. Working on it now!
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Post by doulos on Jun 18, 2016 14:46:15 GMT
Okay here's what's left to do.
- Fix the Runaway Teen NPC in the Bandit Caves. For some reason she won't respond to my chats at all. I feel like I am missing something obvious, but can't seem to figure it out. Would love it if a second pair of eyes could take a look at it. The NPC will only spawn once in the caves right now, and is one step in a questline throughout the Savannah.
- Add Icons for all NPCs/Items. I'm not sure how to proceed here. I have some things that are quite unique (like a tree tap for extracting sap from a tree) and we don't have any icons for those. How should I proceed with this?
- Assign appropriate levels for all new NPCs and Quests. The plan is to have the Quest line I created be a final wrap up of sorts for anyone who is familiar with the Savannah and bandit Caves, so I figured it would be appropriate only for someone at the higher levels - somewhere in the 30-35 area. One particular NPC that will need to be killed to complete the quest is going to be extremely difficult.
- Figure out an appropriate quest reward for finishing the Weary Traveler Quest line. This is the quest that spans the entire savannah and is quite difficult. I feel the reward should be appropriate for the effort required. Still thinking on what would be a good idea.
- Balance all items and NPCs in the area. I created another thread with some questions regarding NPC flags etc. I will likely just do my best at putting some values here and then maybe one of you can take a look at the values and let me know how they should be tweaked/changed. This includes loot dropping, as well as difficulty and XP values for all NPCs.
- Fix the Mutated Baboon so that it only spawns 2 guards total, and not 2 for each player in the room. I actually might leave this as is since it's kind of a neat way of defending against groups. I'm mulling it over.
- Double check that all new NPCs have at least 1 'Hi' chat.
I am sure I have missed a few things but that's all I can think of right now. Hoping to finish this all up this week and then have someone run through the quest and check it out.
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Post by Afara on Jun 18, 2016 18:49:04 GMT
Good job Doulos! - I'm pretty sure that the issue with the Runaway teen is due to the faction. NPCs won't talk to you unless they consider you at least Neutral or if they have a faction guard that is fulfilled. - With icons you can either use something it is similar enough, or you can try draw something (though I'm pretty picky and might not let them through and email me, or you can leave it to me to fix the icons (I will probably go with some general icon). - I think you should assign appropriate levels, make a best effort guess and we can correct it during test play. - Quest reward, make one or a few rewards after what you think is right, we can adjust after review/play test. - Item balancing, I can review your stuff later and we can adjust after play testing. - I have created NPCs that spawns more guards if there are more players, could be a good thing. Let us know when you want us to test it.
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Post by doulos on Jun 19, 2016 15:15:28 GMT
Okay, just the blasted runaway wizard (and the corresponding quest bits) left to fix.
Is there a way to remove a quest from my character so that I can test the whole questline again?
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Post by doulos on Jun 19, 2016 17:02:59 GMT
The wizard is a faction issue.
I'd like the npc (and the quest) to be accessible to anyone, but if I remove the bandit faction from her then the other bandits kill her. Is there any work around for this.
Secondarily, how do I make a 'kill quest' force the player to return to the npc after completing the objective, instead of just finishing once they have killed the final npc in the kill quest. Hope that makes sense.
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Post by Afara on Jun 19, 2016 17:47:32 GMT
You can remove a quest from your character by using the "quest abandon <quest name>" command, for instance: quest abandon "The Forgetful Saint Nick".
You can keep the bandit faction on her but change the other factions. I think remove the "Citizens of TOldara" faction entirely and change the default faction value to 0 perhaps.
To make the kill quest force a return you can either change it to a fetch/return quest where the mob you kill will drop something that you can return. Or you can add a return quest objective after the kill objective and check the checkbox "show only when previous objective is completed. To create a return quest objective you have to pick the "externally completed quest objective" and then on the NPC:S that you should return to you have to configure a conversation action to complete the quest objective. It can also be done via scripting, let me know if you need it that way.
There are many improvements that should be made to the editor to make it easier to understand, but unfortunately I can't really spend my time on it atm.
Keep up the good work!
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Post by doulos on Jun 19, 2016 22:10:43 GMT
Thanks, that's helpful! Lots done today, but a couple more bits I want to clean up before I get some eyes on it and you can guys can tactfully tear it to shreds...haha
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Post by doulos on Jun 19, 2016 23:04:38 GMT
Another question!
With the access to the cliffs I had removed the generic 'north/south' exits. Instead I had planned to use 'climb up/climb down' to do the same thing. Players would need to take a closer look at the cliff face and realise that they can climb it to access the cliff tops and the baboon area.
The first way I was going to do it was to have the 'object cliff' ask you what direction you wanted to climb. If you typed 'climb up' then you would be 'transported' to the room above, with the appropriate climbing message being sent to the player. I got this working just fine.
Problem is, how will that work with people playing on a tablet? They would have to type the words in to get up there.
I tried verb 'climb up' on object 'cliff' but that doesn't seem to work, I assume because verb can only be 1 word. I was hoping someone could click on the 'cliff' object, and get a verb 'climb up' or 'climb down' and have that work but unsure if it's possible right now. Any thoughts?
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Post by Afara on Jun 20, 2016 16:32:52 GMT
I'm not sure what you got working. Was the 'object cliff' a room object? How was it asking you for direction? Did you mean that you could write 'climp up cliff' and it would work? (climb up should probably not be enough when using a room object).
I can see that you have made the room object (cliff) hidden but it still works to hover the mouse over it and right click it to use the "climb action". On tablet I guess it should work by clicking the word and getting like a popup with context actions, like a combination of the hover effect and context menu that you get when using the mouse. Though I think that hidden room objects should rarely be used and maybe this is a case that we should change to a "visible room object" (so the word is highlighted) to make more players find the area?
Though as you mention it doesn't seem to work with two worded verbs like 'climb up'. I could probably fix this as a bug, though it would probably require the user that wants to type via the prompt to write: "climp up" cliff to indicate that climp up is ONE command.
Alternatives to room objects are exists that can be named and given verbs and also "hidden" is different ways.
Sorry for not directly answering you question. Think how you would like it to be implemented and we can have another iteration in this thread.
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Post by doulos on Jun 20, 2016 17:38:04 GMT
Sorry, the current room scripts is just a hodgepodge of stuff I was trying and then I left it to think on it, so it's not currently working.
What worked.
An object named cliff that you could try and climb and it would say 'Which direction would you like to climb.'
If you typed 'climb up' (no cliff in the phrase) then the script ran and you would climb up the cliff to the next up. This all worked well. I was just going to do this for all of the cliff rooms. However, the problem was that you would have to type 'climb up' or 'climb down'. There was no interactive way through the client to do this.
What I would like (I assume we want it anyways) is an interactive way, through the client, to click on the cliff and have a command such as 'climb up' that would do the same thing, instead of having to type it. I can easily do it the first way if you think that is an acceptable way to do things, but I wasn't sure if it was good enough or not.
EDIT: As an aside, I can make the 'cliff' object highlighted to make it easier to find as well. In the future it might be fun to have some secrets hidden throughout the game that are not game-critical, but perhaps great exploration type things, where room items are not highlighted and a determined explorer would be rewarded for taking a look at room objects manually. All a conversation for another time though!
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Post by Afara on Jun 20, 2016 19:22:33 GMT
I think you are correct, an interactive way it better. Try to do it with a room object and with a single word verb (like climb or climb-up) and I'll put it on my TODO do correct this later by adding support for several words.
I leave it up to you if you want the cliff to be hidden or not, if you need to find it to finish some mainstream quest line maybe it is nicer to have it visible since it is till kinda "low level zone", but if it is more of a "bonus zone" or harder quests in there then it is more OK to have it hidden I guess.
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Post by doulos on Jun 23, 2016 22:18:24 GMT
Alright, cliff room scripts are done for now. If they need changing we can do that.
The only thing left to do is the faction stuff with the runaway teen wizard. I cannot find a way to get her to be open enough to chat with ANYONE, and yet not get killed by the Bandits inside. I am open to any suggestions.
Other than that fire away with the area and ask any questions needed. The questline starts with a weary traveler found in the Savanna. The runaway teen wizard is part of the questline at one point and you won't be able to complete that part until she is fixed.
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Post by Deleted on Jun 23, 2016 23:33:42 GMT
Here's just a couple quick solution ideas:
1. Have the NPC have a player follow them to get to a 'safe'[r] place to do longer talking.
2. Tweak a number of bandits to be less aggressive. I could see the bandits being marginally nicer to humans (and ogres), and meaner to dark elves and gnomes.
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