Monday, May 11, 2015

AAA - Areas, Armors, and Animations


Long time no see! I know I haven't been updating much, but I have been working on the mod nonetheless. I've been jumping around on creating many things. I have typed out enough of the script where I know for a fact what will be in the mod, so I've finally begun settling on things, otherwise this mod will never get finished!

I've adopted an arsenal of programming code using past mods for inspiration. The one I'm most proud of is the sex animations (obviously). I'd show an image, but I'm not sure I'm allowed to do that here, even though I did flag this blog for being "adult only." The animation was harder than I thought, involving locking the player to the ground to keep them from moving, equipping nude "armors," and getting animations to line up. I'll also occasionally employ standard fade-to-blacks used in nearly every other adult NWN mod, if I lack the animations for what I'm wanting.

I'm also creating a lot of the areas. Ironically, I thought level design would be easy and boring, but it's actually immensely challenging and fun. I have to ask myself if placing each and every item makes sense in the grand scheme of things. For example, the shopkeeper, Tyrus Amerigo, is obsessive-compulsive over security and lock-picking, so his shop and bedroom is tailored to fit his persona. Kraus is a scientist and inventor, so his place is a junkyard of various technologies. Each of the main characters has their own room in the Church, so every character is getting similar level design treatment. This was inspired from Dangan Ronpa for the PSP/Vita (very fun mystery-solving game).


The Church of Knox is the main hub for your character in-between missions. The ground floor, in particular, is visited several times, with each visit changing NPC conversation patterns and NPC locations. Think of it like a town in Diablo, only the NPC's aren't always in the same place and I spice things up each visit. These are great opportunities to delve into the minds of characters, although most of it's optional. The ground floor is divided into a cafeteria, training room, merchant store, library, laboratory, private meeting chamber, and military training ground. You'll see how all these areas play a part in the story as you progress. (Note: Not all areas I mentioned are in the image. That's because some of those areas you'll rarely visit, so I don't want the player to load them into memory again and again and again...)

Starting armors you can select
The merchant store, operated by Tyrus, sells equipment sanctioned for use by your Archbishop, Malakai. The problem is Malakai's an asshole, so Tyrus is contractually required to only provide armors Malakai deems you fit to wear. This, of course, means sexually suggestive attire. The armors are provided by the Church, meaning it's all free. Feel free to grab all the armors! I'm a fan of options, and unfortunately NWN doesn't provide a character armor preview feature, so I just said, "To hell with it." He also sells free color dyes to further personalize your armor's colors. (Note: Everything else costs gold, including potions and the option to enchant your armors.) I'll feature extensive use of the enchantment option, so you can scale your favorite armors later into the game. Eventually, you may have to swap these out for a different selection of heavier armors you'll find later in the game, but I'll be sure to have these heavier armors cost the same as enchantment stacking the depicted lighter armors. I'm doing all this because nothing pisses me off more than finding an awesome looking armor, only to discover it has garbage stats.

Speaking of items, as an Inquisitor, you'll use items to convict others of heresy. The overall experience is similar to the DS/3DS Phoenix Wright games, where you present a piece of evidence contradicting a statement and catching someone in a lie. This means exploring your environment for clues. About 80% of all the objects in this mod can be clicked on, displaying a pop-up text above your character's head. If they're in your inventory, instead, you may right-click and "examine" them. I've swapped out many mundane item descriptions to tailor the mod to investigations.

These investigations are fairly small in length, and are not all you'll be tasked in doing. To keep things from getting repetitive, you will enter combat, and many heretics will not die quietly! Of course, romance is present, with certain characters operating differently to extort what they want from you. In particular, one powerful character who I have yet to introduce will blackmail you, forcing you into making payments, otherwise...

That's all! I have more to share, but this post is long enough as it is, so I'll save it for next week.

6 comments:

  1. Wow, I have no idea this mod is still being work on. Good luck with development, hope you won't burn out like I did. ^^

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  2. Really sounding good.

    I like the bit about NPCs moving about with different things to say. It's a really underused way to make the world feel alive. Hell, Bioware didn't even get it right until ME3.

    You mentioned in a comment earlier about possibly having to write around programming limitations. Ask here, or the vault, or even the Bioware forums. Someone can probably help with the programming end of things.

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    1. Thanks, I'll definitely do that on some parts of my mod. In particular, the powerful NPC I mentioned who extorts money from the protagonist. I'm still messing around with it, but the idea is the protagonist gets forced into making regularly scheduled gold payments, the goal being to pay off a huge debt. This brings an interesting dynamic into the mod, where the player has to juggle between using gold for items and armor enchantments, while also satisfying her debt.

      I've been referencing other mods, and using Lilac's Script Generator, which I've been pushing to the limit, but that will probably only get me so far.

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  3. Glad to see you still are continuing to work on this mod. Everything sounds fantastic so far. I like how you have the NPCs move around and do/say unique things. As others have said, it goes a long way to the world seeming to be "alive". I realize it's most likely a lot of work to do that, but it really does make the game experience so much richer.

    I like how you're working in the adult elements as well. Really looking forward to trying this module out when you've feel it's ready to be released.

    Thanks for the update!

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  4. Thanks for the update. The module seems to be coming together very well.

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  5. I'm so glad you're still working on this,I'm so looking forward to it!

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