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Diogo Ribeiro

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Everything posted by Diogo Ribeiro

  1. Thanks. I'm looking forward to starting work on the module, but it's anybody's guess when me and Volourn will ever start, let alone finish making it. Add to it that I suck at coding and it gets tricky. I'm currently tasked with just expanding on the story outline I presented to him, coming up with the gameworld and its inhabitants, locales, etc. I could always whip Vol into place and have him be the code monkey, but we'll be looking out for community content that might help us. The reason I mentioned a first person view on that post is because this was made long before I ever entertained the notion of working with NWN2's editor. It was meant to be a tutorial of sorts for a full game, possibly even a firstperson shooter in the vein of Deus Ex or Vampire, or even a console RPG. Moving it into Aurora toolset territory might limit or complicate some of the things I planned. Some people have been telling me I can do pretty much what I envisioned with the Aurora toolset in the first NWN, so it may still be all good in the sequel's improved version. When I was pointed out the issues with replayability, I looked at my concept and its similarity to the Elder Scrolls and pretty much saw that equally similar elements could be added. Playing trough the scenario itself is good and can be immersive during the first playtroughs, but afterwards it will likely become a chore, though I suppose it depends on the actual lenght of the tutorial. I found NWN's inital scenario to be boring after a couple of playtroughs, especially because you had to go trough the same motions. Skipping it would be an option. One thing I like about this kind of scenario is that it can be adapted to character classes. A character can go trough the same motions, but depending on class it can vary, litte or considerably. That's an idea I've been tinkering with as well, a situation where depening on what class the PC is, he'll have different obstacles (ie, Rogues might need to steal or move steathily, Paladins may need to purge evil, etc... The kicker is coming up with multiclassed characters, but that's a discussion for some other day). This could also be used for initial scenarios, where all character classes may go trough the 'academy syndrome' but in different ways. I assume this would lessen the boredom and repetition of it. In any case, I like your idea. Note: not sure I actually answered what you wanted me to answer... I haven't had a good night's sleep in a week and find myself losing focus in conversations. Sorry.
  2. lollerskates.
  3. Well, not that it matters much but... Basically the similarity is that you are the sole survivor of the crash (at least at first glance) and you are also greeted by someone who happened to be there. He's not Virgil 2.0., though... The character will never join your party, for instance. But wheter that someone will be important or not, who's to say?
  4. After jotting down the idea for the first time, I noticed it's actually somewhere between the Elder Scrolls and Arcanum... Though it won't be obvious where Arcanum comes into the above because I snipped out that part.
  5. Some of that reminds me of a concept I posted once at RPG Codex, and that will for the most part be the basis of my attempt at a NWN2 module:
  6. While the engine was new, wasn't it built on Aurora tech, much like Knights of the Old Republic? I was under the assumption that they've stated they used Aurora, or aspects of it, as bases for both Knights and Jade Empire.
  7. Ouch. <{POST_SNAPBACK}> It fixed several bugs but lacked the essential fix, the memory leak fix.
  8. And a liberal guy, too cool for the macho ache, with a secret tooth for the cherry on the cake. With a pious smile, a smile that changes what I say. Yadda yadda yadda. OH NOES ROELPLAYA IS TEH FUN DESTRUKTOR!!! As I said, I agree with the principle of what Harada was saying. I'm just suspicious of the result of that particular mindset, or similar ones. I reserve the right to pass up on excellent extra content such as secret costumes, card games, mini-DDR sessions to get virtual kisses, or an Elvis karaoke/bukakke combo. The absence of such elements make a game more enjoyable to me - and as he says, everyone has their own way of enjoying a game. My way of enjoying it is ignoring the fluff and sticking with the meat of the game, thank you very much.
  9. I did. I still feel most of it is fluff. It's my way of "enjoying" the game.
  10. Never underestimate the power of sex robots made out of alcoholic beverage boxes.
  11. I don't know, but it's hypnotizing.
  12. Not necessarily in that order, o'course.
  13. Pumped it full of spam, did he?
  14. And JC Denton had a tight butt.
  15. How good is Manhunt, anyway?
  16. I'd be sure to wash it neatly with the blood of all the carnage and mayhem I'd inflict next. +10 Rating for life!
  17. I know. I just wanted to point out I don't care much for Tekken, if at all. While his attitude seems fairly laudable, and I subscribe to it, I feel this often just translates into fluff content.
  18. Add a minigame where you can floss with her entrails and I'm sold.
  19. I think I'll sit this one out, like I did with previous Tekken games.
  20. (Reuters) -- Astronomers have detected a planet outside our solar system with not one, but three suns, a finding that challenges astronomers' theories of planetary formation. Source
  21. Romero's pretty much endured what he had to endure, and he's a nice guy to boot. Daikatana's gone, not much reason to harp on it. 'Course, the occasional 'bitch' reference is made, but that's pretty much where it stays.
  22. No doubt, but that's more or less expected of the AI. I'd say this option would be pretty interesting because it would not only provide another way to handle environments, it would also have to be used with care by the player. I suspect there would be different alert levels as well. A clearly shot lightbulb would make noise in the distance, and the area would be permanently darkened, which would significantly alert the AI. A specialized device like Musopticon suggested would likely reduce the damage done to electric lights and its effect wouldn't be as ham-fisted as shooting the lights. O'course, they could add lots of those neat light switches, which would likely be the safest way to bypass some areas flooded with light. Guards would just go "?", and go there and turn it on again, while the PC was already sneaking away. A bit like Metal Gear Solid perhaps, but possible all the same. In an ideal world, a Deus Ex sequel would incorporate a handful of sneaking techniques, both improvements over the originals and new ones. Splinter Cell and Metal Gear Solid both seem to have good elements that could find their way into a game like Deus Ex. Though even more ideal than that would be to have the sequel developed with only the PC in mind.
  23. I know Van Buren would do that. I don't recall the intended system for Jefferson.
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