Friday, March 6, 2009

Still around

I'm still around and this project is still moving forward, I've just had to focus on some other projects for a bit.

The random dungeon test module is pretty close to completion (just a simple 2 dungeon set test framework) and I'll be finishing it up and posting it just as soon as I get our PW updated.

Friday, January 23, 2009

Need Testers for the random dungeon aspect.

I have enough working (two dungeon sets and 3 sets of critters) to start getting feedback on how the system works. Not just outright bugs but things like difficulty settings, dungeon lenght/layout and the like. If you are interested in helping out you can contact me at the e-mail associated with this blog or PM loudent2 at the NWN2 Forums

-Loudent2

Sunday, January 4, 2009

Now with Random Dungeons!

During an unrelated conversation I came upon the realization that what the overland map *really* needs (regardless if it's over water or not) is random dungeons.

There is a random dungeon spawner that was created for NWN1 and that I successfully incorporated into our first NWN1 world.

It works by taking jigsaw pieces of a dunngeon and assembles them in a random order and capped off with an objective room. Enemies and traps are spawned as you go through and there are possible side passages that end up in dead ends. There are roughly 2-4 encounters per area. The concern for NWN2 is the area transitions. However, the relatively small and sparse areas (very few actual placeables) make for quick loading (couple of seconds) and I'll make sure the creatures and traps will work fast as well.

The main asset of the original system that I was interested in was the 20 sets or areas(there are roughly 22 areas per set, 20 normal areas and 2 objective rooms, so a bit over 400 areas total). To move the areas to NWN2 I used the NWN1->NWN2 area creator to convert one of the sets. There is copious use of tilesets that the converter doesn't handle but it is a solid start. Here are some screen captures of the dungeon theme objective rooms in NWN1 and NWN2:

Doing all 22 areas in this set represents about 5 hours of work, but some of that was part of a learning curve. I expect future basic sets to take about half that time. The CEP sets that don't convert will take a bit longer as I have to map out the areas (although objects come over well).

I've completely rewritten the Random system so that very little of the original code remains and the system will be both SP and MP ready when I break it out of this project.

There are still some remnants that I'm not pleased with. The old trigger system worked well but the visuals are terrible in NWN2 (that spinning world graphic that can be huge if you have a long, but narrow trigger). I'll probably modify it so that it can connect directly to the doors that are there and use the NWN1 trigger graphics for the ones that remain.

Then I exported everything out to to a .erf, imported it to the SoS project and created an island with an entrance to the random dungoon.

So there we have it. Of course I wouldn't post without a new video so here's a "Lost Island" with a dungeon entrance and I take two trips through. It's the shortest dungeon you can generate (4 rooms and an objective) and there just happens to be no side passages in either so it's a quick set of runs.

(A higher rez version is on youtube. Click on Proof of Concept Video 7 to the left to view it)

Thursday, December 18, 2008

By Land or By Sea

It's been a few days since I worked on this module (have a PW to manage and a side project for another PW) but all is not lost. I spent tonight working on a new slant. Why only via Ship in an OL Map (or by foot for that matter). Wouldn't it be spiffy if a single Overland Map can handle both?

Well, here we have a demo of my Sea of Stars Map working both by on water, as a ship, and on land, as the PC avatar.



This idea was inspired, in part, by the Realms of Ultima Overland Map Project which is shaping up nicely.

Saturday, December 13, 2008

Added a UI hak to the vault page

I added the soz_ui.hak file I use to get the overland Map UI and frame. This file is a subset of the one I use (I add the ship models and effects as well as some of the supporting .2da files to get OLM encounters to spawn).

Wednesday, December 10, 2008

Caravan system now running over water

This is really a two night update. I brought over the caravan code from the SoZ campaign and modified it to function in the Sea of Stars OL Map. Here we have the player in a warship, ostensibly to "escort" the cargo ship (in reality I turned encounters off). However, I sailed ahead to show where the cargo ship was going.





I've also created a nwvault page (link to left) to put the project resources and some higher res images. This time around I put the rotated ship models and the visual effects that allow the player to appear as a ship.

Monday, December 8, 2008

Ok, all ships now face the right direction

Spent yesterday updating my PW to SoZ content so didn't get much done. Tonight I managed to rotate all the ships that were facing the wrong way using Adinos' MDB Manipulation tool

So we have all the ships and we have them facing the right way. Tomorrow I'll revisit the overland map again. First thing is I'll probably add water terrain to the terrain_rate.2da and teach the code about it as well.

Little late to make screenshots or videos so I'll get some next time.