Monday, September 17, 2007

Some Screen Caps

I figured it was about time I showed you all how the game is taking shape by sharing a few screen caps. The game starts in the area shown here, a tavern called "The Frothy Beard"...

This area serves as an introduction to the world and our main character, a Dwarven Warrior who goes by the name of Gerbilaf Bandiwide and works in some nearby mines. At this early stage in the game conversation takes precedance over combat, allowing the player to find out more about the world in which they are interacting with. The game starts at night, so eventually the player will want to leave the tavern and head home, which is when the first cutscene occurs...
The story centres around a meeting with the God of Death. I don't want to give too much away here, so all I'll say is that it becomes apparent that the player has to leave Kerral by way of the docks...


Unfortunately, leaving is not as simple as it seems, as a blockade has been set up through fear of a possible riot on the docks as the populace panic at the prospect of plague within their city...



As the start of the module leans more toward roleplay, I wanted to check that what I've made so far works, otherwise I'd have to consider a different approach before getting into the story properly. The good news is that I have some playtesters to hand who are giving me feedback on this early section, and the early comments have been very encouraging, particularly regarding the second cutscene which I recently finished, which portrays what happens once the player is on board a ship and making the crossing to the mainland. That cutscene has been, and is likely to remain, the most complicated part of the module so far, so I'm quite relieved that it's now behind me.

As I ready myself to move forward, it's looking hopeful that the main intro section and journey to the mainland is now complete. In order to have a break from some of the heavy conversation sessions I've had to endure, I've started implementing some of the other areas needed for later in the story, such as the castle that will feature heavily toward the end...



Well, that's pretty much it for the time being. I could post a lot more pictures, but want to leave some surprises for when it's ready to be played.

Next week I'm off to Cornwall for a holiday. It's a great place for local legends, so who knows, maybe I'll get some further inspiration while there.

Thursday, September 13, 2007

Oh no! I've gaught a gold!

The headline to this article is in fact telling you I've caught a cold. My nose is blocked as I type this sucking on one of those disgusting menthol sweets that sucks the life out of you. I figured it was about time I posted an updqate, and funnily enough, my jokey title links to one of the things I'm doing in my module.

Conversations are an often overlooked opportunity in NWN to further enhance the feeling of playing in another world. I've a fair few conversations finished at the moment, and many of them differ in their style of writing. It's important to do this in order to have NPCs feel like individual characters, as opposed to something plucked from a template.

That's all well and good, but how do you make conversations feel different? Some of you may be familiar with having alternate conversation branches dependent on the intelligence of the PC. What's to stop you switching things round? What I mean is, why have all your NPCs of equal intelligence? Throw in a dumb one, and instantly you have someone with a more unique style of speech...

NPC: 'eh?
PC: Do you know where I can get advice on conversation styles?
NPC: 'eh?
PC: Conversation styles... you know... like what that Quillmaster fellow was talking about on his blog.
NPC: Blog? I'm afraid I ain't got a clue what you're talkin' about man/woman.

"Shortenin' words is a good way o' portrayin' someone 'oo ain't 'ad the benefit of an education. You gotta be careful that the words you use aren't too big an' clever for the person usin' 'em."

So, we can see that the manner in which we write can help, but what other methods can we use? Maybe a speech empidement, such as a lisp...

NPC: Can I help you thir/madam?
PC: Er... yes please. I'd like to buy a shield
NPC: A thield?
PC: Er... no, a shield.
NPC: Thatth what I thaid ithn't it?

Think of the characters you are typing for. A Bard would be flowery, especially toward the opposite sex. A Paladin precise with few wasted words. A Sorceror might babble occasionally. It's not just characters, but monsters too. Ever considered how a Goblin might talk?...

NPC: What pigman wont?
PC: Stand asside! I'm trying to finish reading this article!
NPC: Me say tuff, me here first, me wont wead it first!
PC: Then you leave me no choice!
NPC: Bah! You pigmen all same!

Careful selection of the voiceset used can also further enhance how memorable a conversation will be. Neverwinter Vault holds a document that lists the soundset filenames with a brief description of each set. Once you've identified the filename, you can use other sounds from the set by playing them at the relevant conversation nodes. Simply select the "Other Actions" tab at the bottom right of the conversation editor, where you'll find a pulldown menu to select the sounds to play.

Well, that's it for today. I have been trying to movie capture my first cutscene, but haven't had any luck with the software I'm using, so my hopes of using YouTube are fading fast. The good news however is that I've completed work on the second cutscene which is quite complex. I'm pleased with the overall effect of the pitching camera during the scene, which adds much to the effect of feeling like you're at sea on board a ship.

Right, I'm off for a Lemsip now. I might put up some in-game screen caps soon.
Cheerio and happy gaming. :)