This is a peek at what I'm working on. The readme covers some of the issues I am having with this. In a addition to those I was wondering why my module is so huge for the amount of content. Still havent decided what level range this should be. And you may notice from some of the dialogue that I have a sticky spacebar.
The first area for me worked but the second area is a dead end. I see a guy get killed but then i cant start a dialog the the other two people and theres nothing else in the area but woods. When I click on the dead body my character sits there. Can someone help me?
Posted by darant at 2012-02-25 01:37:06 Voted 5.00 on 02/25/12
C;early never finished or even polished up, but I like the setting and combat.
I didn't want to say that you could get defensive..
Its the Big Communication problem concerning
giving Feedback becuase is difficult
giving constructive Feedback is ifficult
giving constructive Feedback in a foreign language to a person you don't know.... well that seems very difficult to me
In the first area there are several trees floating in mid-air to the left of where the character spawns.
The area transitions are a little fiddly; they don't work unless every party member is within the innermost circle. It took me a while to work that out and at first I thought that they didn't work at all.
There is a really weird graphics effect in the Red Elk village. One of the chickens is nine feet tall from certain angles and has goat legs attached to its neck. Thirty-foot pinkish cloaks suddenly appear at the shoulders of the Red Elk warriors and stream across the village.
If you decide not to team up with Astrid and the Red Elk warriors the area transition out of the village won't work at all. If you then change your mind and go back to Astrid and her father they won't talk to you and you can't team up any more.
Is Astrid meant to be Chaotic Evil? It doesn't seem to fit with the rest of the tribe. If she betrays you later, however, and if she arranged for her sister to get abducted, this would be a really neat plot twist.
It is a very interesting scenario and I look forward to playing the finished version. _________________________ "You do well to flee, townspeople. I will pillage your lands and dwellings. I will burn your crops, and make merry sport with your more attractive daughters!" (Olaf the Troll, in 'Buffy the Vampire Slayer')
I appreciate all the input, I really do. I dont want people to get the idea that I'm going to get all defensive or anything. I know there are bugs, I knew that when I posted this module. I'm happy that people have found/pointed out bugs I wasnt aware of. I really do appreciate the feedback and am using it to help this module.
I like the Idea, the starting area is realy nice designed
The Story is intresting and it can ofer a lot of roleplay options.
I don't want to critizise the Modbuilder I just tell things I found strange, buggy or things I would change for better gameplay.
AreaTransitions
-you could name them it feels strange if there is just a "New AreaTransition"
-the Areatransition in the -Starting Area is flying in the air.
Areas(I'm a bit crazy about Area desing)
-The Empty Cottage really looks Empty some placeables would make it nicer (if possible.. maybe its a story issue)
-The Mountain Crossroads doesn't look like mountain and by the design of the Startarea and the southroad I know you can do better
-A bit more Gras on the Green would also look nice
-The Road Areas are realy long maybe you could make them a bit shorter (Maybe place a conversation trigger "after traveling along the road for some while you hear voice coming from in front of you/you can hear sounds of a fight etc.)
-When you Enter the Orc Caves you are imediatly attacked its a bit surprising I was dead before I was able to hit the pause button
- The Church in the Barbarian Village looks deplaced...maybe its to similar to real christian churges (As I said..I'm a bit crazy about Area desing)
-Conversations
Some of the Conversations started by triggers can have a strange point of view (start conversation, conversation in the Cottage)
- The Barbarians and villagers are not that communicative maybe a short one liner would be better
- When you meet Astrid its the same her companion doesn't say anything
- When you meet the Chieftain how do you know his name when you greet him first time... or I missed that someone told me his name
Henchman
-The Barbarian Companions can Level Up, Astrid not
-Some of Thier Equipment was not Identified,
its better to Identify the Equipment before assigning it to them or maybe raise thier lore skill.
Other
- The Rescued Villagers don't say anything..but I think the reason is that its a beta version
- I had Some strange Graphic failures in the Barbarian Village and at the place where I rescued the Villagers (southroad or beachroad)
- Difficulty I think a 1st level caster with ca.4-7 HP won't have any chance. Even a Meleeclass will be cut into tiny little pieces on level 1 10-14HP
So Level 2 for Classes > D8 HP and 3Levels for Classes < D8 HP would be a better levelMax
Scenery looks nice, but passes and roads are too straight.
This is too tough for level 1 characters - certainly level one non-melee classes.
I suggest level 2 min - level 3 max.
The OC style death system would work well here and there should be somewhere to buy basic equipment in the clanhold. (Light heal, heal kit, basic common weapons and light armor).
I think I'll leave it until the next update before starting again with a higher level rogue.
Random NPCs with nothing to say should still respond in someway to a 'talk click'.
There's something screwy happening with the Red Elk warriors graphics. I swear it looks like they have a pair of goat legs attached to their necks by a great long wobbly plank.
Doors that go nowhere should be locked. (However I suppose they _will_ go somewhere when you develop the module more so I can excuse that).
Comments as I run through the game - this is not a vote post and just because I say something here doesn't mean I'm taking points off for them.
No module description in game.
Odd camera angle for first cut scene (close up of rock ;-)
Your father's reconciled with his brother so you're visiting your uncle? That's what I gathered but it wasn't very clear from the early journal entries and such.
The big area transition seems to be 'floating' in mid air. This also makes it harder to navigate to the cottage at first. Possibly making it smaller would help.
Encounter with Astrid: The fight is all over before I got there. Which is just as well because as a starting level 1 character I had no armor or weapon.
"Hello Signer. I am gald" -> glad
"My daughter, Astrid will ..." needs another , after 'Astrid'.
Journal "Orc Slavers" entry gets added twice.
Astrid has an unidentified handaxe her - so she can't use it. Similar for throwing axes that the henchmen have. Luckily my character had enough lore to identify them but they should be pre-identified.
A barbarian module of sorts? Cool. I've always wondered why no one made such a module for NWN. I don't think I'll be checking this one out, yet. But I look forward to seeing the final version released. It's always great to see some new builders showing up. :)
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone