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DM's Studio - NW-DHZ5DAV4R - any use?

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  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    Just published a new version (0.11) with lots of improvements. I'm using the drop-timer suggested by Zoiks; it's much more reliable and level-neutral than mob/guard timers.
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • saerraelsaerrael Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    Very handy studio.

    I do have a question on the black out part. My character got teleported to another location (to central hub) and I couldn't really figure out how you did that. I might have just missed something (wouldn't be the first time!), but could you explain this part of the black out?
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    Right; that's a bug. It only happens in the published version. It works fine (that is, it leaves you in the same location) when I play it in the Foundry editor.

    But in any case, I think I figured out the problem.

    When I added a floor for the new room (which was a cave floor meant to appear above the actual room floor), it forced the PC to appear at the respawn point. I was having a similar issue when my Crushing Walls trap didn't leave enough space for the PC.

    I guess anything which forces the PC to move will do that. We might be able to use that as a one-way forced port back to the respawn point (which is interesting), but that's not the effect I wanted for the black-out.

    I'm going to experiment with lowering the new floor (and perhaps adding in an old fake floor at the same height), but I'm not too hopeful it will work. So it looks like both the before and after "room" may have to use the same floor.
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • saerraelsaerrael Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    Aha! Thank you for the explanation and, yes, that does sound plausible.
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    pixelb0x wrote: »
    There are some objects that don't display on the thumbnail view. It'd be great to see if there are any "hidden gems" of objects we normally wouldn't know about without heavy exploration.Thanks!

    That's a good idea. But I'm not sure if the missing ones are consistent. I *think* the ones missing thumbnails may not be the same for everyone; I think they just might not have been downloaded to our clients. Mine seem to change over time.

    Also, some are blank on the thumbnail, but show up in the dynamic preview window when you click on them.

    I'll post a few that are blank for me here:
    - Basket 03
    - Bucket 01
    - Cloud Card (all of them) What's a cloud card?
    - Curtains (both)
    - Food - Cheese Wheel
    - Kitchen Table with Pots
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    famkin wrote: »
    I've been meaning to play around with a pit trap, having a marker cause the floor to drop away when over it.

    I added a collapsing floor trap that you might want to check out.
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • redneckroninredneckronin Member Posts: 0 Arc User
    edited June 2013
    Hi.

    Just ran through this to lean more about the Foundry. Some fantastic stuff in there.

    Two things to note:

    1) There was no teleporter for the Extending Bridge room. I note you recently updated and wondered if it got moved.

    2) In "Lighting Effects" you show us what can be done but not how to do it. I see what can be done, but not the mechanics behind, nor any of the options within those mechanics (if they exist - for example can I change the brightness of the Orange Ambient?).

    What I mean is I have an interior environment constructed from Small Cave room plans, but with heavy customisation using Cave (large) sections to alter the shapes of the rooms. I'd really like to be able to make some rooms darker, so that only the Torches / Braziers give light and the "ambient" light is, in effect, turned off - is that possible. Or am I stuck with the defined Ambient Light of the "Rooms" I have used?

    It was still a great little demonstration of what can be done, some of had me having "Eureka" moments, especially the "Loot Chest".

    Many, many thanks to you for putting it all together and those who contributed.

    All The Best
    Campaign: Call Of The Wild - Information, Links To Review Threads, Screenshots

    Looking For Reviews For Your Foundry Quest?
    Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
  • myrmecoleonmyrmecoleon Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 94
    edited June 2013
    You can use the Interior Fog - Black detail from the effects tab to make a room darker than "No Light" settings. The only issue to watch out for is the effect radius - you'll need to make sure the effect doesn't accidentally overlap into rooms which are intended to be lit normally.
    Crimson Descent (NW-DRWNLMGYV) - Solo 15-20m combat-focused adventure
  • redneckroninredneckronin Member Posts: 0 Arc User
    edited June 2013
    You can use the Interior Fog - Black detail from the effects tab to make a room darker than "No Light" settings. The only issue to watch out for is the effect radius - you'll need to make sure the effect doesn't accidentally overlap into rooms which are intended to be lit normally.

    Ah, right. Many thanks.

    But there's no way to play with the Ambient Settings on a pre-defined room?

    All The Best
    Campaign: Call Of The Wild - Information, Links To Review Threads, Screenshots

    Looking For Reviews For Your Foundry Quest?
    Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
  • myrmecoleonmyrmecoleon Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 94
    edited June 2013
    It depends on the room. Go to Layout mode, double click on any placed room, and select the option you want from the Lighting box. Different rooms have different preset ambient effects, and most will have "No Light" as an option.
    Crimson Descent (NW-DRWNLMGYV) - Solo 15-20m combat-focused adventure
  • redneckroninredneckronin Member Posts: 0 Arc User
    edited June 2013
    It depends on the room. Go to Layout mode, double click on any placed room, and select the option you want from the Lighting box. Different rooms have different preset ambient effects, and most will have "No Light" as an option.

    OMG, can't believed I had totally missed that option.

    <Feels Foolish Now>

    Many thanks.

    All The Best
    Campaign: Call Of The Wild - Information, Links To Review Threads, Screenshots

    Looking For Reviews For Your Foundry Quest?
    Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    There was no teleporter for the Extending Bridge room. I note you recently updated and wondered if it got moved.

    That's weird. I've got to stop editing at 4am :) It should be restored now, thanks.
    In "Lighting Effects" you show us what can be done but not how to do it. I see what can be done, but not the mechanics behind, nor any of the options within those mechanics (if they exist - for example can I change the brightness of the Orange Ambient?).

    Good point. I added more info to the dialogue there, and copied Myrmecoleon's explanation for setting default room lights. Thanks!

    I was thinking about adding a monster spawner - but I can't figure out how to have an attackable/destroyable object (like the portal crystals PW uses) which doesn't fight back. Anyone know how to do that?
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    I think I finally got the timer room working. I added a "skybox", so you can watch the timer from there, and the mobs won't bother you.

    A few other minor additions, mentioned in the quest description.

    Oh - if you do review this one, please note which coin flip result you got (cat or tiger, monster or woman). I'm trying to make sure the results are at least somewhat close to 50/50. Thanks.
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • killz2manykillz2many Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 146 Bounty Hunter
    edited June 2013
    This is incredible, I almost thought that it was a Cryptic made tutorial. Can you explain more how you got the fire/lights to change color? I can't see to get my lantern's or torches to change color.
    Killz2Many ~ Greatest Weapon Fighter ~ Dragon Shard
    game-of-thrones-dani-burn-deal-with-it.gif
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    Well, they're not actually changing color. The lights and torches are set to become visible when a dialogue prompt is reached. So, when you ask the "DM: Lighting" to see a certain color, it triggers the appropriate lights.

    Lots of colors are supported with ambient lighting effects. For torches, you can only get blue, green, or normal (orange). Though you might be able to fake the other ones. Hope that makes sense...
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • casten24casten24 Member Posts: 121 Bounty Hunter
    edited June 2013
    Okay, first... Great work! This collection will help new authors discover a lot of the wonderous (albeit, sideways) ways to get around the "limitations" of the foundry. That being said. There's one improvement I think that would help. Although, it's not really necessary, I guess, but for the demonstrations of the pit timer and the actual visual of the coin toss, I'd like to actually have them in my view when they occur. Maybe adding a trigger switch so people can actually start it themselves instead of having it start during the dialog.
    Also, there's one spelling error that caught my eye. In the chests demonstration, the Fancy chest "failed to interact" text has the word "soryy," instead of "sorry."

    Also, some trap additions. An expansion of the collapsing floor... into a collapsing walkway. Setting up a path of floors that consecutively start to collapse. In essense you have to RUN to get to the other side before it collapses. I figure you start the trigger with a component reached Place Marker and have each successive tile have their own place marker which starts the timer... or just have the floors connected to the same longer timer. In the case that the player doesn't make it you can have a random bridge spawned underneath, so that way, the veterans to the map, won't know where they can stand to be safe enough to take their time. But, honestly, it's not really necessary, as if you can figure out the collapsing floor, you can figure out a collapsing walkway. And if you can figure out the coin toss (and how to add more than just two possible options, if need be) then you can figure out the replacement bridge over the pit that's formed from the collapsing floor and how to randomize it.

    Also, traps as weapons. I managed to set up a pair of working balistae using, the (of course) ballistae and multi-arrow traps stacked upon each other, placing the arrow emitters onto the Ballistae and pointing them in the direction I wanted them to shoot (to hide them a small bit inside the ballistae, but also to give a better visual simulation) and placed the targets down the hallway. I then placed the trigger in an out of the way place (out of the way being out of the line of fire of the arrow traps) and set up a barrel placed under the floor to simulate a button for the classes that can't see traps. I figure this can work in a story case as well in needing to kill off mobs secretly (i.e. using the vents to create a gas chamber effect, or for more humorous effect, a wizard locking himself behind a barrier not realizing that when he commissioned his trapbuilder to build traps, the trapbuilder built the trigger and the emitter on the wrong side of the barrier). Only downside is that the traps don't scale with your level... which is odd. So, they do little damage to the mobs as well as you. Still, if that's ever fixed, it'll be a good thing to add for effect. I've got an example of it in my A Surprise Siege quest (make sure to talk to the ship captain when prepping for the siege).

    Also, talking at a distance. It's pretty simple, just place an invisible interactable and check the contact box to allow it to have a dialogue. Unfortunately, you won't really be able to change the emotes of the toon in the distance that you're talking to, although you could set up disappearing and appearing toons each with their own emote dependant on the dialogue prompt, but I don't think it will end up looking that clean. I have something like this in my Prologue:A Mysterious Portal quest (after completing the first floor of the maze behind the mysterious portal).

    Oh, and not my idea, but I saw something mentioned in another person's post about using invisible walls to create a "walking on a tight rope" effect... wish I could even remember the name of the forum post that had that suggestion.

    Anyway, keep up the good work. :)
    The Portrait Gray Campaign
    Prologue: Fort Neverember
    NW-DL2RVQ54C
    Chapter 1: The Gray Portrait
    NW-DHGEFBMGD
  • casten24casten24 Member Posts: 121 Bounty Hunter
    edited June 2013
    Oh, I'd also suggest adding an option in the drop timer/behind the scenes coin toss demonstration room to see how it would work with more than just two outcomes for the coin toss (which, I guess, wouldn't really be a coin toss anymore... lol)
    The Portrait Gray Campaign
    Prologue: Fort Neverember
    NW-DL2RVQ54C
    Chapter 1: The Gray Portrait
    NW-DHGEFBMGD
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    casten24 wrote: »
    for the demonstrations of the pit timer and the actual visual of the coin toss, I'd like to actually have them in my view when they occur

    Did you visit the Timer Room? It's a copy of the "real" timer room used in the studio. The NPC has 2 triggers, one to start a coin-flip, and one to start a 3-mob timer chain. For the coin flip, you can see the two mobs (Heads and Tails) on the platform above the pit. When you start it, the platform disappears and they both fall.

    The "chain" is harder to see; the mobs pop in, fall, and die very quickly.
    casten24 wrote: »
    An expansion of the collapsing floor... into a collapsing walkway. Setting up a path of floors that consecutively start to collapse. In essense you have to RUN to get to the other side before it collapses. I figure you start the trigger with a component reached Place Marker and have each successive tile have their own place marker which starts the timer... or just have the floors connected to the same longer timer. In the case that the player doesn't make it you can have a random bridge spawned underneath, so that way, the veterans to the map, won't know where they can stand to be safe enough to take their time.

    Wow, I love that idea! Random pieces of the floor falling or not falling sounds really fun!

    I'm working on an Acid Trap now - it's published, but not working yet. Getting close though, but it's hard to test in the foundry, since the "visible-to-class" objects appear when they shouldn't for some reason.
    casten24 wrote: »
    traps don't scale with your level... which is odd. So, they do little damage to the mobs as well as you.

    Unfortunate, yes. We can't really damage, kill, or even knock-back the player effectively.
    casten24 wrote: »
    Also, talking at a distance.

    Interesting idea, I look forward to seeing this.
    casten24 wrote: »
    Oh, and not my idea, but I saw something mentioned in another person's post about using invisible walls to create a "walking on a tight rope" effect... wish I could even remember the name of the forum post that had that suggestion.

    I've been working on this one. I've got one of those chains, with an invisible wall under it. The chain can be walked on a little, but not all the way across for some reason. I'd love to make the wall only work for rogues.. would be interesting.. easy for rogues to cross, hard for other classes.

    Thanks for the feedback!
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • casten24casten24 Member Posts: 121 Bounty Hunter
    edited June 2013
    mosby1 wrote: »
    Did you visit the Timer Room? It's a copy of the "real" timer room used in the studio. The NPC has 2 triggers, one to start a coin-flip, and one to start a 3-mob timer chain. For the coin flip, you can see the two mobs (Heads and Tails) on the platform above the pit. When you start it, the platform disappears and they both fall.

    The "chain" is harder to see; the mobs pop in, fall, and die very quickly.

    Yeah, this was the particular room I was talking about. While the things work, because you're in conversation when they start, it's hard to actually watch them unfold. Just inserting something so you can adjust your view to watch all of it happen, ya know? The angle is just really bad in the forced chat pane.

    mosby1 wrote: »
    I'm working on an Acid Trap now - it's published, but not working yet. Getting close though, but it's hard to test in the foundry, since the "visible-to-class" objects appear when they shouldn't for some reason.

    Maybe the community and I can help, how's do you want it to work and how is it currently working?
    mosby1 wrote: »
    Unfortunate, yes. We can't really damage, kill, or even knock-back the player effectively.
    Just thought up a semi-solution to this... Don't know how it would work, though, haven't really messed around with lava, yet, but (at least for the enclosing wall trap), have lava placed under it should kill'em quicker, but I could be wrong, as, like I've said, I haven't messed around with lava, yet.
    mosby1 wrote: »
    I've been working on this one. I've got one of those chains, with an invisible wall under it. The chain can be walked on a little, but not all the way across for some reason.
    Hmm... maybe need another wall to cover the rest of the length.
    mosby1 wrote: »
    I'd love to make the wall only work for rogues.. would be interesting.. easy for rogues to cross, hard for other classes.
    This sounds like an awesome idea... Something along the lines of another possible shortcut. Religion could have some holy light walkway, Arcana can breakdown magic barriers, Dungeoneering have secret passageways, Nature maybe some cleverly disguised brush over a warp in the guise of a badger hole (or some other animal), while thievery has the high-wire... while all the rest of the skills have to take the long way around.
    Heck, could probably even set the room up like that... have a test of each. And maybe have the conversator say that they're enabled for your particular skill set, and on the other side, have a conversator that enables all of them regardless of skill set. Though, this is quite basic stuff, when you think about it. And more just ideas of how to utilize it... but still, coming around to it, it'd probably be a good idea to set up something explaining the in/visible to skill/item, anyway.
    mosby1 wrote: »
    Thanks for the feedback!
    Not a problem, this stuff will be invaluable to NtFs ("New to Foundry"s).

    Oh, I was also wondering... since you created it as a campaign, are you planning on doing a tutorial on dialogue? I studied writing at Uni, so it kind of annoys me to see OOC describe a scene when you can clearly see it (i.e. "There's a storm, these people are drenched and they need help," when the player can see it's raining, the NPCs aren't under any form of cover so, logically, they're getting drenched, and it's made obvious they need help in the first page of their conversation. Or "the NPC starts balling her eyes out" when a crying emote will more than suffice.), or when information is repeated across several pages of the same conversation (hysterical NPCs are bound to repeat info, though, so kind of knowing when and when not to do it), or even when an NPC, inexplicably, clearly knows more than they should (i.e. "This is 'so-and-so' realm, I've never been, never knew it existed, but this is how it works." Had something like this in one quest I ran through. The NPC in question was supposed to be a figment of your imagination, yet it knew exactly how the realm worked, though the choices you're given in how you respond clearly show that you as a player are supposed to know little, if anything, about the place. So, how can a figment of your imagination, which can only know what you know, have knowledge which you do not possess?)
    Edit: Oh! And personalities through dialogue. Making each NPC sound like they're their own person.
    The Portrait Gray Campaign
    Prologue: Fort Neverember
    NW-DL2RVQ54C
    Chapter 1: The Gray Portrait
    NW-DHGEFBMGD
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    casten24 wrote: »
    Yeah, this was the particular room I was talking about. While the things work, because you're in conversation when they start, it's hard to actually watch them unfold. Just inserting something so you can adjust your view to watch all of it happen, ya know? The angle is just really bad in the forced chat pane.

    Oh I see - yeah, I tried to position him so you could kind of see, but an item with an instant trigger would work better, and be more fun. Pull! *pew pew*
    casten24 wrote: »
    Maybe the community and I can help, how's do you want it to work and how is it currently working?

    I've got a bunch of items set to be visible for rogue only, and to appear on timer tick 2 for example. For some reason, they appear immediately. I assume it's because of the rogue-only setting. I'm hoping it's only a foundry bug, and will work fine once published.
    casten24 wrote: »
    Just thought up a semi-solution to this... Don't know how it would work, though, haven't really messed around with lava, yet, but (at least for the enclosing wall trap), have lava placed under it should kill'em quicker, but I could be wrong, as, like I've said, I haven't messed around with lava, yet.

    Yeah, lava does damage. I've been using spell-plague cracks. Both work ok, neither great.
    casten24 wrote: »
    This sounds like an awesome idea... Something along the lines of another possible shortcut. Religion could have some holy light walkway, Arcana can breakdown magic barriers, Dungeoneering have secret passageways, Nature maybe some cleverly disguised brush over a warp in the guise of a badger hole (or some other animal), while thievery has the high-wire... while all the rest of the skills have to take the long way around.
    Heck, could probably even set the room up like that... have a test of each. And maybe have the conversator say that they're enabled for your particular skill set, and on the other side, have a conversator that enables all of them regardless of skill set. Though, this is quite basic stuff, when you think about it. And more just ideas of how to utilize it... but still, coming around to it, it'd probably be a good idea to set up something explaining the in/visible to skill/item, anyway.

    Agreed; I was thinking along those lines for a real quest (maybe too much for the Studio); but some examples would be nice.
    casten24 wrote: »
    <snip>good dialogue tips<snip>

    Those are excellent tips. I had not really though about a dialogue studio, no. Might be interesting to have two side-by-side NPCs, one with good dialogue, and one with bad. How-to and how-not-to for various tricks. It would be good to show the various emotes, since those can't be seen in the foundry.

    I was thinking about a zoo or encounter one, but thankfully someone beat me to it :)
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • famkinfamkin Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 9 Arc User
    edited June 2013
    mosby1 wrote: »
    I added a collapsing floor trap that you might want to check out.
    Awesome, thanks!
    Monster Research - NW-DIZ2C7YWJ
    Authoring tool to test nearly all encounters in the foundry.
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    Just added a fun "burning bridge trap". Instead of you getting trapped, you get to trap the mobs. Enjoy!

    I'm always looking for more ideas and suggestions of what you'd like to see.
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • adran07adran07 Member Posts: 51 Arc User
    edited June 2013
    As a way to disable traps like that, have a rogue-only object that spawns a block over the hole so they can't die. If you reuse the same room, them have the monsters become trapped in a section that only spawns when the object is completed rather than covering the whole itself. Though it does mean using a slower timer than just spawning them over the pit, as you'd pretty much have to use the patrol method.

    Obviously this doesn't work for non-timer traps, but perhaps it can give you ideas.
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    Thanks. I guess a rogue could interact with something which would replace the trap trigger (e.g. the door) with an untrapped version. Pretty simple. I don't do that in the Studio though, since the point is to demonstrate the traps, not disarm them.
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • adran07adran07 Member Posts: 51 Arc User
    edited June 2013
    You can mention the option to do this in the Studio though, so Authors can learn how to make them Rogue-friendly.
  • adran07adran07 Member Posts: 51 Arc User
    edited June 2013
    You might also mention an alternative for the corridor trap. By intentionally making it close all the way so it "moves" the player, thus crushing them completely, they are teleported to the respawn point. If said respawn point is over a pit (say in a cave) with a floor that can be temporarily removed when the trap is triggered and comes back when the trap ends or is reset, then the player instantly dies from said trap.
  • hercooles130uscghercooles130uscg Member Posts: 0 Arc User
    edited June 2013
    I like the idea of in-game tutorials and essentially tech demos.

    I have thought of doing the same thing but with environments instead of mechanics, just showing ways you can build great enviroments.
    bdayaffair_zps6675e60e.png
  • hercooles130uscghercooles130uscg Member Posts: 0 Arc User
    edited June 2013
    mosby1 wrote: »
    Cool idea, I'll see what I can do with it.

    Also - someone (I forget who, sorry) had a neat effect where you fade to black, and wake up somewhere else. I think that was the idea anyway. Anyone got a link for that thread?

    I put a quick video showing how I did it, it is not in the game but part of my current quest in production.

    http://nw-forum.perfectworld.com/showthread.php?233541-Fade-to-Black-w-scenery-change&p=3065891#post3065891

    ops was already linked. lol.
    bdayaffair_zps6675e60e.png
  • hercooles130uscghercooles130uscg Member Posts: 0 Arc User
    edited June 2013
    Hi.

    Just ran through this to lean more about the Foundry. Some fantastic stuff in there.

    Two things to note:

    1) There was no teleporter for the Extending Bridge room. I note you recently updated and wondered if it got moved.

    2) In "Lighting Effects" you show us what can be done but not how to do it. I see what can be done, but not the mechanics behind, nor any of the options within those mechanics (if they exist - for example can I change the brightness of the Orange Ambient?).

    What I mean is I have an interior environment constructed from Small Cave room plans, but with heavy customisation using Cave (large) sections to alter the shapes of the rooms. I'd really like to be able to make some rooms darker, so that only the Torches / Braziers give light and the "ambient" light is, in effect, turned off - is that possible. Or am I stuck with the defined Ambient Light of the "Rooms" I have used?

    It was still a great little demonstration of what can be done, some of had me having "Eureka" moments, especially the "Loot Chest".

    Many, many thanks to you for putting it all together and those who contributed.

    All The Best

    To turn off ambient go to layout tab and click the room, the popup will have have an option of what lights to use. Select no light.
    bdayaffair_zps6675e60e.png
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited June 2013
    adran07 wrote: »
    You can mention the option to do this in the Studio though, so Authors can learn how to make them Rogue-friendly.

    Good idea, done!
    adran07 wrote: »
    You might also mention an alternative for the corridor trap. By intentionally making it close all the way so it "moves" the player, thus crushing them completely, they are teleported to the respawn point. If said respawn point is over a pit (say in a cave) with a floor that can be temporarily removed when the trap is triggered and comes back when the trap ends or is reset, then the player instantly dies from said trap.

    That's just mean! :) But yeah, having a forced port back to the respawn is interesting. And you're right, it could be over or under it... hmmm.
    I like the idea of in-game tutorials and essentially tech demos.

    I have thought of doing the same thing but with environments instead of mechanics, just showing ways you can build great enviroments.

    You should! I was surprised how popular DM's Studio became. Over 1000 plays already. Got a handful of 1-star reviews from people who thought it was a quest, but almost all the rest have been 4 or 5 stars.

    I really need to finish chapter 2 of The Cursed Emerald though. :)
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
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