Nihlar
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB
Joined: 12 May 2003 From: Sweden |
Posted: Wednesday, 11 July 2007 07:36AM |
Hello Sailors!
Yes, I know, ZORK I isn't the worlds best text adventure. It isn't the most interesting game to convert to NWN2, but I've always liked Zork. It makes me feel good when I think of 1980/81 and my old C64 and all late nights we spent togheter. It was called text adventures (I think they call them IF nowdays) and ZORK I - The Great Underground Empire was my first experience.
Now I announce the ZORK I conversion for NWN2. I know there is a NWN1 version on the Vault. I have heard it's really good but I've not played it myself.
But this one will be my interpretation of this classic game. Follow the development and my struggle to capture the The Great Underground Empire's atmosphere at: http://nwn2-zork.blogspot.com
And please be kind to me because I'm from Scandinavia and my english is weak. |
|
Lorft
Game Owner
NWN NWN: SoU NWN: HotU Jade Empire:SE NWN 2
Joined: 08 Nov 2004 |
Posted: Wednesday, 11 July 2007 11:35AM |
Your torch has burnt out.
It is pitch black. You are likely to be eaten by a grue.
Now, that was tension. Who needs these new fangled graphic things anyway?
Lorft _________________ Wintervall - a holiday module
Hey, Lorft. I hear you are making a planescape module?Edited By Lorft on 07/11/07 11:35 |
|
Awildawn
Game Owner
NWN NWN: SoU NWN: HotU Jade Empire NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Joined: 16 Sep 2002 |
Posted: Wednesday, 11 July 2007 02:25PM |
I like the screen with multiple waterfalls, very original and very well done.
Good luck on your work. _________________ I'm a NWN2's addict with dire supply difficulties. |
|
Don Alan
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR Xbox Jade Empire NWN 2
Joined: 04 Apr 2007 From: Dunwich, Mass. |
Posted: Friday, 13 July 2007 12:46AM |
|
I *SO* want to see this completed? Can I help? Order you pizza? Send over a six-? |
|
Nihlar
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB
Joined: 12 May 2003 From: Sweden |
Posted: Sunday, 15 July 2007 06:22AM |
Quote: Posted 07/13/07 00:46 (GMT) by Don Alan
I *SO* want to see this completed? Can I help? Order you pizza? Send over a six-?
Well thank you! A large classic american pan-pizza with ketchup and black pepper would be great!:lol:
But really, support me by reading my ZORK 1 blog and write a comment if you wish. The best help I can get right now is to know there's at least one person looking forward to play this module. _________________ ZORK: Rediscovering the Great Underground Empire - Download the module! My new NWN2-blog: Amraphael's HouseEdited By Nihlar on 07/15/07 06:23 |
|
Nihlar
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB
Joined: 12 May 2003 From: Sweden |
Posted: Sunday, 15 July 2007 06:42AM |
Which Is Better?
It's about time to start making some game mechanics. So I would need to hear your thoughts on this one.
In this non-spoiler-case you want to take your knife and cut the rope into two.
Is it better to: Click on the rope. Start a NWN1-style conversation with the option "Cut the rope with knife" if you have the knife with you. If you don't have it, the conversation says: "You could cut this rope with something sharp".
Or is it better to: Give the knife item a UniquePower (you know like acid flasks etc) so you can combine it (use on) with the rope item. The result would be a FloatingTextString: "You have sucessfully cut the rope int o two pieces!".
I think the first is simpler to use and develop but give away too much making the game to easy. The other on can maybe be complicated to understand(?).
Any thoughts? _________________ ZORK: Rediscovering the Great Underground Empire - Download the module! My new NWN2-blog: Amraphael's HouseEdited By Nihlar on 07/15/07 06:44 |
|
flem1
Game Owner
Jade Empire:SE NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Joined: 31 Oct 2006 |
Posted: Sunday, 15 July 2007 07:01AM |
#2
(plus, for hints, you could put 'em in the item descs)Edited By flem1 on 07/15/07 07:02 |
|
Nihlar
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB
Joined: 12 May 2003 From: Sweden |
Posted: Sunday, 15 July 2007 08:32AM |
Quote: Posted 07/11/07 14:25 (GMT) by Awildawn
I like the screen with multiple waterfalls, very original and very well done.
Good luck on your work.
Thank you Awildawn! _________________ ZORK: Rediscovering the Great Underground Empire - Download the module! My new NWN2-blog: Amraphael's House |
|
Rob McGinnis
Assistant Producer

Joined: 02 Nov 2006 |
Posted: Monday, 16 July 2007 03:35PM |
You definitely need to do this.
I used to play Zork on my C64 for hours and hours. _________________ Don't let your life be about the donuts! |
|
robertthebard
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Joined: 19 Jun 2002 |
Posted: Monday, 16 July 2007 05:16PM |
I'd go with the click on the rope dialog options. I did something similar in a NWN's module, but it was an option to tug it, climb it, or leave it alone. _________________ ...and it harm none, do as thou wilt. My Music |
|
TheCapulet
Game Owner
NWN NWN: SoU NWN: HotU Jade Empire:SE NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Joined: 11 Sep 2006 |
Posted: Monday, 16 July 2007 06:50PM |
Heh, I wasnt even born when this game came out, And I was still in love with it. I still have it on my palm for classroom boredom emergencies.  |
|
Velgor
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2 NWN 2: MotB Mass Effect PC
Joined: 26 Apr 2002 |
Posted: Tuesday, 17 July 2007 02:11AM |
|
Oh, beloved Zork and Infocom, the God of Games in its day. Zork I was one of the FIRST games I ever got and played on my trusty Apple ][+. Oh you MUST do this. PLEASE!! |
|
Zodwallop
Game Owner
NWN NWN: SoU Jade Empire:SE NWN 2 Mass Effect PC
Joined: 17 Jul 2002 |
Posted: Tuesday, 17 July 2007 02:58AM |
Hey - this is a great idea and I will defintely play it when its released (or earlier if you need beta testers). I loved the old infocom/text adventure type games and I actually tried to make a few of my own. It'd be very neat to "see" it all over again in the new medium.
As far as the rope situation, I'd go with the conversation on the rope itself. THat feels more like how it played out in the old game, and then you put extra options in there that are not the true ones.
For a real interesting way to play the game, I think there were some text parser command script setups from NWN. So, for example, when you are in a room it fires a conversation at you with the classic room description. Then, in the chat area the player could type "go north" it would move the character to a waypoint in the room ot the north. I'm not sure if you could or would disable the regular mouse interface and commands, but it'd be neat if you could play the game in that same fashion. Just a wack-o idea! |
|
robertthebard
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Joined: 19 Jun 2002 |
Posted: Tuesday, 17 July 2007 04:46PM |
That might be fun, but I think it could get way involved. Way involved. It would be hard to see the floor in the toolset with all the waypoints to cover every possible move the player might want to make. _________________ ...and it harm none, do as thou wilt. My Music |
|
loudent2
Game Owner
NWN NWN: SoU SW: KotOR Xbox Jade Empire NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 11 Feb 2003 |
Posted: Tuesday, 17 July 2007 07:26PM |
Quote: Posted 07/15/07 06:42 (GMT) by Nihlar
Which Is Better?
It's about time to start making some game mechanics. So I would need to hear your thoughts on this one.
In this non-spoiler-case you want to take your knife and cut the rope into two.
Is it better to: Click on the rope. Start a NWN1-style conversation with the option "Cut the rope with knife" if you have the knife with you. If you don't have it, the conversation says: "You could cut this rope with something sharp".
Or is it better to: Give the knife item a UniquePower (you know like acid flasks etc) so you can combine it (use on) with the rope item. The result would be a FloatingTextString: "You have sucessfully cut the rope int o two pieces!".
I think the first is simpler to use and develop but give away too much making the game to easy. The other on can maybe be complicated to understand(?).
Any thoughts?
I think, for games like, one of the gameplay elements is the player figuring out what interacts with what and how.
Using conversations that give options removes that gameplay element (think multiple choice vs. Fill in the blank).
The "use knife, target rope" is a much better option
One option would be to actually have listeners in each room and let the player actually type in his actions as he would in the actual TBA.
However, I think a more intriguing approach would be to have every item in the game "usable" (i.e. cast spell: unique) and most, if not all, placeables also "usable" and targetable.
The reason for making it all interactable is to remove the "hints" one gets. e.g. If everything in the room is static/environment except for the well the player is going to know that something is up with the well and make a bee-line for it.
So you create a system where items are activated and placeables are used and how they interact with one another is scripted in. Although this system can grow organically with an ad-hoc approach, it might be worthwhile to design the system up front and then build the adventure from that system. _________________ Tired of all the buffing after rest? Rod of Fast Buffing or Full Party Buff Rod |
|