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Old 08-17-2003, 12:41 PM   #21
Dreamer128
Dracolisk
 

Join Date: March 21, 2001
Location: Europe
Age: 40
Posts: 6,136
Philip: I like your market idea. But the winter tile set doesn't really have any good market stands. Getting our hands on some web space might be usefull if we want to exchange files. I think its best if we assign each structure to one person.

True_Moose: I like your 'trinket idea'. Perhaps we could add this to the Inn, rather then the blacksmith.

Larry: We'll be in need of a load of custom items and clothing. Don't worry about your lack of scripting experience. Scripts are easy to come by, finding creative people is a lot harder.

Chewbacca: Perhaps we'll be able to use your keep as a part of the storyline. Or make it a 'Dm only' area.


I think we should add good, neutral and evil dialogue options. If we examine the Rural winter tile set we'll notice that Bioware put in many city buildings, such as the temple, city barracks, etc. Since I feel we should start with the village, we should start working on a more detailed plan.

- The city gates.
Two leading to different types of quest area's, one through which the PC can enter at the beginning of the module.
NPC's take up alot of space, so I recommend there is a huge snow storm hitting the village when the player characters first arrive. That way, only the city guards will be found on the streets.

- General housing.
It is my experience that a good module feels 'alive'. As if it is actually populated by living people. Therefore, we should provide some housing for normal NPC's. We could ask normal interiors, or just place a speakstring on the door, saying something like 'there is nothing of interest inside'. If we are going for a village, some farms will be enough. If we are going for the large town approach, we should add some more housing.
-Temple of Oghma. Contains a Cleric with the necessary healing spells. And since it is a temple of Oghma, it should have a small library as well (I created a load of D&D books for a previous mod - so this shouldn't be a problem).

-Militia Barracks.
Should have at the very least a small jail, which is useful in multiplayer. We could also place a script on town NPC's that will teleport PC's to jail as soon as they attack a neutral character. We should also add a small number of sleeping and training guards. Training guards shouldn't be very hard to make. We'll create two factions, say; Trainee 1 and Trainee 2 that are hostile to each other, but not to any of the other factions. Just as the other NPC's, these guards should be made 'immortal' or 'plot'.

-Blacksmith.
As Legolas suggested, we could make items of different quality. For instance; a rusted sword could be a normal long sword with a -1 attack penalty. Magical weapons should be nearly impossible to come by. To prevent players from bringing extremely powerful magical items into our mod, we could strip them of everything upon entering. Not all players may like this however.
We could also make sure that anyone who rests outdoors without proper clothing, takes a few points of cold damage upon waking up. This will probably be a scripting nightmare though, and should be saved 'till the end. It would be cool though, if someone could come up with a script for our smith. To make him hammer at his/her anvil when someone walks in, or something like that.

-The Inn.
The Inn should be packed with more then Quest giving NPC's. For instance.. what to think of a travelling part with inspiring songs and tales of different lands. A merchant from the sword coast with exotic items and some locals who can give you some background information.
Perhaps we should write a script for the waitress that will make her launch certain speakstrings as she passes her waypoints.
Example:
NPC1: Two Elven Firebrandy's.
Waitress: Coming right up.
-Walks to the next waypoint
NPC2: Where is me ale, woman?
Waitress: Wait ye're turn!

We shouldn't add too many NPC's to our Inn, because this will hinder performance on slower CPU's.
The NPC's that will be present should be seated (the script for that is quite simple) and naturally the chairs should be usable by the PC's as well.

-The Tailor.
It might be a good idea to provide a merchant for various types of clothing. We should probably include cold resistance on most of them. Other ability bonuses could for instance be a hide bonus for dark clothing or a persuade bonus for the more expensive outfits.

-The Graveyard.
An ancient mausoleum will make an excellent quest area.

If everyone agrees with the above set-up, we can start distributing the tasks.

Area Designer
Village exterior [Free]
Inn [Free]
Tailor [+custom clothing] [Free]
Interior for normal housing [Free]
Interior for at least two barns [Free]
Blacksmith [+custom items] [Free]
Militia Barracks [+NPC Guards] [Free]

I'm willing to do any of the above, with a personal preference for the village exterior. I also have the right scripts for the militia barracks, though I'm sure I'm not the only one. Who will volunteer for what?

On another note. We need to pick a name for the village to put in front of our area names. Example:

Waterdeep: The Purple Crown Inn
Waterdeep: Lord Harlows House

Does anyone have any inspirational names for our town? I didn't get further then Tradebridge or Frostgate, and I'm sure we can do better then that

[ 08-17-2003, 12:45 PM: Message edited by: Dreamer128 ]
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