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Everything posted by Llyranor
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Because FOPOS2 is already being developed in-house at Interplay.
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Just after Alyx teleports. I love that kind of attention to detail.
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:darque:
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I really should do that. I've been too lazy to really give them a chance.
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Rock > Bastila.
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KotOR II Movie/Music Patch Coming Soon
Llyranor replied to funcroc's topic in Star Wars: General Discussion
Want. Patch. Now. -
Hmm, I really should reinstall NWN at some point and try out more community mods. Maybe even get Pirates of the Sword Coast.
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Hay guys! Horns or tails?
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Romances, meh. Heh, in BG2, I was playing a wild mage - which I suspect had something to do with it. For some unknown reason, I was having a romance with Jaheira. Harper quests, etc. At some point during the game, she stopped pestering me \o/ *Eventually*, I noticed that my avatar looked a bit weird, so I checked my character sheet.... female??? It was a permanent effect that lasted until the end of TOB, and NOT something I had done deliberately. Never touched that gender-bender belt, either. Jaheira stopped talking to me Just a quick side-story. I haven't been impressed at all by romances in games. That being said, it has more to do with how they've been written. Poor writing will destroy any romance. There is a potential for good in-game romance, but I'm not seeing it so far. One of the female she-dudes in my NWN2 team tried to convince me to allow PC romances in the mod we're working on. Her full-time job for the mod would be to focus solely on romance stuff. It sounded like a good idea, and I had enough confidence in her to think she would do a good job. However: http://swforums.bioware.com/viewtopic.html...353916&forum=76 http://www.petalsandthorns.com/thorns/viewtopic.php?t=199 Crap like that quickly changed my mind. And thus the PC was turned into an asexual being with no libido. I'm having her work on romances for NPCs, that way fanpeople can dream all they want and I'll say "Yes, NPC X is so cool, too bad s/he hates you, BWAHAHAHAHAHA" We WILL have full-fledged PC romances, but the only recipient we'll cater to is a freaking rock. Yes, you can romance a freaking rock. "Oh rock, how wonderful it is to cuddle you, your soft and smooth texture reminds me of my homeland..... Unlike sand, which is so coarse and rough." "Oh rock, I love you..... Erm, no, I love you more..... Oh, don't be silly." "Of course this dress doesn't make you look fat, it's an optical illusion created by erosion.... I mean, of course you're not fat!" [Cuddle the rock.] [Fondle the rock.]
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DMed NWN sessions = win.
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I dare you guys to make this thread reach 10 pages before it gets locked
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The only RTS games I'm looking forward to are Supreme Commander and Company of Heroes. This sounds like it might be a good title - just not my thing.
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Meaningful consequences for your actions is a good thing. And fleshing out the ending is a VERY good thing. I've had enough of crappy endings. They leave dissatisfied and make you wonder what the point of playing the game was. Definitely flesh it out. A dying PC might work, but make it plausible - the last thing you want is to force it just because it's 'original'. In terms of story, we've come up with a general outline of it. We've spent the last 6 months working on that, scrapping it numerous times, but I think we're pretty happy with what we have right now. The ending in particular we hope will have a big impact on the player. I won't go into detail, but let's just see pretty much everything you do, every word you say in the entire mod can come back to bite you. The littlest thing you thought was of absolutely no consequence might come back to haunt you. We want to stimulate thought, have the player think 'Maybe I shouldn't have done that' or 'Why *did* I do that?' This works well with the journal system I talked about earlier in this thread, where the PC learns different things from different events, and these lessons have an influence on the ending. It'll be a pretty long ending.
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That sounds pretty cool. So, a 2-dude project, eh? Ah, you've been doing more mechanics-planning than story so far. I say, the more gaming conventions you leave behind, the better off you are. That is the advantage of being a fan projects. No rules being imposed by the publishers or ther higher-ups, no catering to the lowest common denominator in order to have better sales, no having to follow commercially-proven formulas. Screw gaming conventions, stick with what would make sense instead of what's been done over and over again for no logical reason. I'll be actually having the party members play a PnP tabletop RPG named 'The Chosen One Must Choose'. There will eventually be LARPing as well, and the PC might participate.
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Should be fixed. BTW, alandude, what's your mod about?
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Heh. I'm in no rush to get anything done. I'll be surprised if we're done by 2010. For the avatar: don't ask
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Unrelated story. There might be some cameos, but nothing more than that.
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Ah, so basically the same conveyed information and options as the current dialogue tree format, but with an improved interface to make it less cumbersome. That's not a bad idea, actually. And with NWN2 having a GUI that can be edited, this might actually go somewhere. I'll keep this mind - we'll see if it ever goes anywhere.
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You're right. Simply having more feats isn't the solution, and I wasn't implying as such. The problem is how to have them implemented. This is just a personal design decision, but I don't even plan on having a specific 'diplomacy' skill, as I would otherwise be implementing it constantly in virtuall all aspects of dialogue in the game, in a consistent fashion - and NOT as a one-choice option which is right whereas the other options are wrong. It would be too much of a bias towards diplomatic characters, when comparing to other skills. But that's just me focusing on heavy dialogue in my game, just a personal design decision. Persuasion wouldn't be a skill or a feat, it'd be an active process in which you try to persuade the NPC that your way of seeing things is correct, and you do that by convincing them through a logical choice of dialogue, not by having X skills. Something like that. I wouldn't go as far as make it a 'minigame', though. That just makes it a game. I wouldn't have all options be available to the player in every given situation, and have the player 'play the minigame' of figuring out the proper sequence in order to 'win'. Each offered solution should be something unique specifically crafted by the developer. If a choice is there, I'd want it to be there because choosing it will lead to something unique. Making a minigame out of this wouldn't work in terms of what I'm trying to convey. Not a bad idea, though. Again, just my personal design philosophy. The minigame idea sorts of reminds me of the speech 'battles' in one of the threads a while ago, that some MMORPG was implementing --> which had its merits, but again, my problem with it would be that it wouldn take away from the storytelling aspects of having real dialogue crafted specifically by the developer.
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.... You're welcome <_<
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Yeah, too bad the industry as a whole doesn't share those views.
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If you've already played BG2, BG1 will be a pretty big step back. IWD2 is pretty much H&S. Go for it if you're looking for ample combat. NWN's official campaign = avoid. KOTOR2 would definitely be my pick among those, though I have yet to play JE.
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Do you hate fun? Do awesome games make you mad? Do you despise activities that have a point? If yes, then you should stick with WoW.
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That shouldn't really be an issue. Discussions go on tangents all the time, you shouldn't be worrying about narrowing down the focus.