Games Support Forums BioWare Info My Account Login Community Sign Up Store
Neverwinter Nights 2 Forums

NWN2: Modules

New Topic    Post Reply

Go to Page ( 1 , 2 , 3 , 4 Next )

    Add this To My Topics

   Go To Bottom

Author Announcement: ZORK I for Neverwinter Nights 2
Nihlar
Game Owner
Profile: NihlarNWN
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.
  Profile: Nihlar   Send Message To: Nihlar
Lorft
Game Owner
Profile: LorftNWN
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

  Profile: Lorft   Send Message To: Lorft
Awildawn
Game Owner
Profile: AwildawnNWN
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.
  Profile: Awildawn   Send Message To: Awildawn
Don Alan
Game Owner
Profile: Don AlanNWN
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-?
  Profile: Don Alan   Send Message To: Don Alan
Nihlar
Game Owner
Profile: NihlarNWN
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 House

Edited By Nihlar on 07/15/07 06:23

  Profile: Nihlar   Send Message To: Nihlar
Nihlar
Game Owner
Profile: NihlarNWN
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 House

Edited By Nihlar on 07/15/07 06:44

  Profile: Nihlar   Send Message To: Nihlar
flem1
Game Owner
Profile: flem1Jade 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

  Profile: flem1   Send Message To: flem1
Nihlar
Game Owner
Profile: NihlarNWN
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
  Profile: Nihlar   Send Message To: Nihlar
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!
  Profile: Rob McGinnis   Send Message To: Rob McGinnis
robertthebard
Game Owner
Profile: robertthebardNWN
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
  Profile: robertthebard   Send Message To: robertthebard
TheCapulet
Game Owner
Profile: TheCapuletNWN
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.
  Profile: TheCapulet   Send Message To: TheCapulet
Velgor
Game Owner
Profile: VelgorNWN
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!!
  Profile: Velgor   Send Message To: Velgor
Zodwallop
Game Owner
Profile: ZodwallopNWN
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!
  Profile: Zodwallop   Send Message To: Zodwallop
robertthebard
Game Owner
Profile: robertthebardNWN
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
  Profile: robertthebard   Send Message To: robertthebard
loudent2
Game Owner
Profile: loudent2NWN
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
  Profile: loudent2   Send Message To: loudent2

Go to Page ( 1 , 2 , 3 , 4 Next )

New Topic    Post Reply

What do these icons mean?
Where can I learn how to use the forums?

Jump To:

Search Forums | Forums FAQ | Forum Archives

 

 

  Visit the Official Site | Technical Support
Neverwinter Nights 2 Official Support
Hide/Show

English
Deutsch
Français
Español
Italiano

Hide/Show

5,994,490 Users
534 Online
47 Logged In

9,000,909 posts in forums

Newest Forum Topics:
1. M.O.W. Internet needed? (NWN2: General discussion forums for NWN2 (No Spoilers Allowed))

2. Script control of encounters? (O... (NWN2: Builders - NWN2 Scripting)

3. Do i need to play BG 1? (Baldur's Gate II: SoA and ToB General Discussion)

4. Memorized Spells ui modification (NWN2: Custom Content)

5. My Dm's Can't log in, DM Client ... (NWN 1: Server Admin)


Current time is: (set time)
Tue, 09 February 2010 09:01PM