Post by Magiaz on Jun 4, 2007 0:06:42 GMT 8
It took us about a year to make half of Averon, in the much easier, much faster NWN1 toolset.
Working flat out, doing the full averon would take a year, at minimum, and I just wouldent have the time.
As for the story layout, you would have 1 - 3 of the original party characters as henchmen, who would be force assigned to the PC at the start of any of the main story quest's, and the characters / main story would develop through the main questline. Once that section of main story quest had ended, the henchmen would be un-force-assigned, and the pc can wander about alone or take whatever henchmen he wants, and can do side quests in the open world environment, untill he wanted to continue with main story. So it would of been an open world the PC can mess around in, when / if he gets bored with the forced, linear main plotline.
"Just an idea, but why dont you make several small modules to represent averon.
i.e. 1-5 quests a time...
something like Half-Life2, Episode1, Episode2 type games...
slowly expanding over several long years"
Yhats actually a loveing good idea, although in NWN1, you weren't capable of combining several modules into 1 big thing, and then going back and forth between them.
In the original campaign, you can go drop something in the first module, go to the second module, come back and reload the first module, and the thing you dropped is still there! (How the love did they do that?)
So yeah, thats a good idea, but it means I have to figure out and suss this seamless moving between modules. (There are some bugs associated with it as well, though not everyone encounters them (I do unfortunately)) so its good, but only after I can figure out how to do that.
Also I'd like to get used to the new system before messing around with Averon. If I want to make an Averon thing, I'd like to do it right, so I'll hone my skills on Ben's module idea first.
I can write decent convo (or at least I'd like to think) but this module is ben's idea / world so i'm leaving it all to him. I've got about 5 years worth of idea's / characters / story / world for Averon, like you say, and I have this massive 'big picture' in my head, and explaining the full thing would pretty much take about a day to get all my thoughts organised into something comphrensible. I know exactly what I want to do with this, and when I get around to doing it I don't want people pushing in on my idea / world, so I'm not going to do it to Fer's idea / world.
Expense and pain in re-making Averon would be absolutely correct. The final thing would end up as anything above 75 modules, and its taken us 2-3 weeks to do half of one. Once I get used to the system I can go faster, but it took me ages to be able to operate at full speed in the first one. There are lots of small bumps / differences that keep knocking me off course. Some perfect Scripts that worked flawless in NWN1 do a completely different, undesired thing in nwn2. Such as walking up to, and sitting perfectly in a chair, in the right direction, instead of sitting in mid air. The code is identical in everyway and fashion, but the results are different.
Once I've finished this module, I'll know whether Averon is, or is not, feasible in NWN2. While Averon is a world of my own invention, I might adapt it to Fearun / Forgotten Realms in order to make it an expanded universe of that used by NWN.
Working flat out, doing the full averon would take a year, at minimum, and I just wouldent have the time.
As for the story layout, you would have 1 - 3 of the original party characters as henchmen, who would be force assigned to the PC at the start of any of the main story quest's, and the characters / main story would develop through the main questline. Once that section of main story quest had ended, the henchmen would be un-force-assigned, and the pc can wander about alone or take whatever henchmen he wants, and can do side quests in the open world environment, untill he wanted to continue with main story. So it would of been an open world the PC can mess around in, when / if he gets bored with the forced, linear main plotline.
"Just an idea, but why dont you make several small modules to represent averon.
i.e. 1-5 quests a time...
something like Half-Life2, Episode1, Episode2 type games...
slowly expanding over several long years"
Yhats actually a loveing good idea, although in NWN1, you weren't capable of combining several modules into 1 big thing, and then going back and forth between them.
In the original campaign, you can go drop something in the first module, go to the second module, come back and reload the first module, and the thing you dropped is still there! (How the love did they do that?)
So yeah, thats a good idea, but it means I have to figure out and suss this seamless moving between modules. (There are some bugs associated with it as well, though not everyone encounters them (I do unfortunately)) so its good, but only after I can figure out how to do that.
Also I'd like to get used to the new system before messing around with Averon. If I want to make an Averon thing, I'd like to do it right, so I'll hone my skills on Ben's module idea first.
I can write decent convo (or at least I'd like to think) but this module is ben's idea / world so i'm leaving it all to him. I've got about 5 years worth of idea's / characters / story / world for Averon, like you say, and I have this massive 'big picture' in my head, and explaining the full thing would pretty much take about a day to get all my thoughts organised into something comphrensible. I know exactly what I want to do with this, and when I get around to doing it I don't want people pushing in on my idea / world, so I'm not going to do it to Fer's idea / world.
Expense and pain in re-making Averon would be absolutely correct. The final thing would end up as anything above 75 modules, and its taken us 2-3 weeks to do half of one. Once I get used to the system I can go faster, but it took me ages to be able to operate at full speed in the first one. There are lots of small bumps / differences that keep knocking me off course. Some perfect Scripts that worked flawless in NWN1 do a completely different, undesired thing in nwn2. Such as walking up to, and sitting perfectly in a chair, in the right direction, instead of sitting in mid air. The code is identical in everyway and fashion, but the results are different.
Once I've finished this module, I'll know whether Averon is, or is not, feasible in NWN2. While Averon is a world of my own invention, I might adapt it to Fearun / Forgotten Realms in order to make it an expanded universe of that used by NWN.