I want to know what You think about this... the idea is already being executed.
Type
Systems
Description
What would You say if Your characters needed to eat, drink, sleep? If before heading out towards fame, glory and adventure You needed to stack up on supplies?
-=Current Status=-
- I have a solid OnHeartBeat script supporting the main core of this, it currently supports the players needs to sleep, eat and drink with various circumstance and area oriented variables.
- A "liquid container" feature has been added, with gives You the ability to create a variety of drinks with full RPG like feedback, a character can asses it's content to determine what it contains, with different responses depending on success or failure (based on Survival checks), and the ability to determine the status of a liquid (for example poisoned, tepid, strong alcohol, etc.), a new more D&D correct way of getting drunk, as a added fluff the container decreases it's weight as You drink from it.
- Similar feedback for food, but additionally food can rot (toggle on/off in compiler).
- A new treasure generator aimed to support the new features as well as: item respawn based on time/variables and advanced item randomisation based on token items and/or variables with support for items hidden in various ways (any skill check...).
-=Coming up=-
- Item kits that will let the players hunt (that is set traps in the area...), create camp-fires and cook.
- More items properties such as "ring of sustenance", "carafe of never ending water", etc.
- New spells to support this.
- New icons for all the new stuff...
- Items... like food, water... currently my guinea pigs are on a water-and-dried-beef diet. D:
- Liquid container refilling.
- Probably new "tavern" functions...
-=Current issues=-
- NWN2 lacks a "SetCurrentHP" functions or am I blind?
- General lack of items... hey, I'm a programmer not a writer.
- General lack of time. D:
-=General notes=-
- WHEN THIS IS DONE I WILL PROBABLY EXPAND THIS MORE, I just don't know how... yet.
- The code is stable - no crashes or errors.
- The heartbeat script can run up to 64 times per round without causing lag (at least on my PC).
- The treasure generator can generate up to 512 items at once without lagging the game (on my PC)...
- I'll upload the code when I see it reaches a certain level of completion. But because of the time I can spend on it, I have no idea when will that be.
[quote]You mentioned that you may expand more. How about adding a feature where the player can "own" something in the module, say a tavern or inn? You could give the player a "deed" which is scripted to add a variable amount of gold each week or month. The Dungeon Master's Guide II has a section on running a business and what skills a player may need to be successful at it. Just a suggestion of something that I would be interested in seeing developed.[/quote]
Very interesting, perhaps scripting where if any type of brawl occurs, the "profits", depending upon a roll, could turn to "losses".
Variables could even be added to deal with the popularity of the establishments, increment the variable each time a player or npc enters, and this variable is used in a formula to determine "profit".
Skill related treasure generating has been implemented already, on the other hand I did not add class based and I never intended to, as I am aiming at a static world like in the old "Infinity" games.
However, someone with even basic scripting abilities would be able to use the provided scripts to create something catering to their taste.
That would definitely work... then it could be linked to a "deed" - an item in inventory that would trigger the script to add gold to the inventory at the specified interval. I'm also interested in your treasure generator - something that is dependent upon the class of player as well as the skillset would be awesome. _________________________
Gaming Parents Studios - Currently working on A Time to Die Act I and Into the Forgotten Realms
Vault Submissions: Movie Trailer of A Time to Die | Unicorn Run Prefab **NEW**
I think that this sort of thing requires more work on the module builders side than my.
But I can include some scripts that would support this. For example a function that generates some amount of gold for every day/week/month that passes in game and add some scripts to handle this so that the desired effect (of owning a tavern/something else) would be had.
I definitely think you have something that could be useful for modules that would like to add more realism. I was looking for a script that I could use with "food" so this looks like the one. I'll take a look at it once you are ready with the scripts...
You mentioned that you may expand more. How about adding a feature where the player can "own" something in the module, say a tavern or inn? You could give the player a "deed" which is scripted to add a variable amount of gold each week or month. The Dungeon Master's Guide II has a section on running a business and what skills a player may need to be successful at it. Just a suggestion of something that I would be interested in seeing developed. _________________________
Gaming Parents Studios - Currently working on A Time to Die Act I and Into the Forgotten Realms
Vault Submissions: Movie Trailer of A Time to Die | Unicorn Run Prefab **NEW**
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