You must set the ad_network_ads.txt file to be writable (check file name as well).
Working on an enormous randomly generated adventure. [Archive] - Thieves-Guild.Net - Your Portal to everything Neverwinter!

PDA

View Full Version : Working on an enormous randomly generated adventure.


mitchellmckain
12.10.07, 23:57
This being my first post on this forum (which I encountered hunting for info in google), I thought I would introduce my current project and mention the campaign I have already created.

Ok I tend to pretty large campaigns as you will see from my first submission to nwvault entitled gauntlet (now to be found on page 6 of the nwn2 modules in nwvault) and from this you will see that my talents are more in the programing/scripting area than art, and that my interest lies more in combat and character development than in elaborate role playing.

So in line with such preferences of mine, I am now creating new "campaign" called Quester using some of the infinite play space techniques that I used in my space and relativity simulator. In other words this will be a randomly generated adventure like NWN infinite dungeons but without the puzzles and without the structural limitations and including both NWN2 inside and outside areas and more interesting quests. The emphasis will be on fulfiling quests using the journal which is something that was totally lacking in gauntlet. It will not be using the campaign setup in NWN2 like gauntlet did but will be in linked modules set up so that you can start your adventure in any of these modules that you choose.

At this point I have completed the majority of the scripting and have completed 6 modules (one for desert canyons, one for forests, one for caves, one for mines, one for swamps and sunken ruins, one for mountain tops and shadow keep) so all the linkage and random generation of play space is working (using the technique of modified base areas that I used a little of in the canyons of chaos portion of gauntlet). I have completed the setup for 66 quests and I am plannng for 18 more. I am working on plans for at least one more module for a total estimated size of 1015 MB (unzipped), but you will be able to download a single module and try that on its own first rather than having to download the whole thing to begin with.

The virtual play area for one adventure will be enormous, like over a thousand areas on average, but of course the next time you play the game, it will be completely different. However, unlike infinite dungeons, once you start a game the whole play area is predetermined (although the monsters may vary) and so when you go back to a saved game the areas will be much the same as they were the first time you played from that point.

mitchellmckain
10.08.08, 07:27
The last module is progressing but it is a great deal of work. Its purpose is to generate the interiors of buildings and its start area is a city where there are a lot of opportunities for a thief type character to use his skills. The programming is complex and quite different from any of the other modules and thus it is taking quite a bit of time just for that reason. It also will have a huge number of inside areas. 33 are complete but the total will be over 100. Then after that there will be quests to set up for this last module and connecting it to the other modules, which will include distant access to the city when starting in the other modules.

sirchet
10.09.08, 17:56
Sounds great!

Please keep us posted. :)

mitchellmckain
11.06.08, 06:04
Over 60 areas (standard interior and estate tilesets) of the last (seventh) module is complete and a major programing task is accomplished -- getting multiple doors into the same building to work right. Now there remains the castle tileset areas (and more special areas) to do, quests, and connecting this module up fully to the other modules. As I add more and more options making the areas more realistic and varied, the addition of the new areas becomes more time intensive.