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?).
I tried to improve that one a bit. I labeled each dialog option with the exact name of the lighting effect, so it will be easier to find.
I was going to add some Static light effects, but you can't add or remove those dynamically. The light stays on the whole time.
Just published a demo of a "dice roll" simulator. It should work for any (small) random number.
Short version:
- add X "roll" mobs, each on their own platform over a pit
- add another X "dice" mobs, on a platform over some guards
- each dice mob will vanish (and not complete) when the next dice mob is killed (in a loop)
- each dice mob is tied to one of the roll mob platforms
- when a dice mob dies, the associated platform is removed, causing the roll mob to fall and die
- all other dice mobs are despawned (in the loop)
- as a backup, when any roll mob dies, a grate appears over the pit, so no other roll mobs will fall in
Faolin figure out how to do it. I tweaked the idea a bit by adding the despawn loop.
A Dwarven Dilemma Part 2 -Luskan Delights :Coming soon!
0
pixelb0xMember, Neverwinter Beta UsersPosts: 24Arc User
edited June 2013
Hey Mosby!
First off, thanks for making such a great tutorial and sharing your ideas with the rest of the community.
Something that happened to me while I was in the "randomizer" and "timer" room - instead of running to the pits or spawning then falling, all the mobs you used attacked me. Apparently, since I'm in there, the mechanics you used are negated by aggro. I don't know if it would work, but perhaps you can put invisible walls between the player and the "clock" mobs? (The tigers and the drow)
Still, it's enough to understand the concept, but you wen to such trouble trying to show us, maybe this is an easy fix?
Was this in the drop-timer/coin-flip room, or the new dice-roll room?
They both work find in the Foundry editor of course, but I have seen the behavior you describe in the published version. There is an invisible wall around the guards and mobs in the dice-roll room, but mobs tend to blink through those walls.
I though I put it far enough away to be out of aggro range. I may have to just move those guys to another room. I'll keep tweaking it. Thanks for letting me know!
agentjasporMember, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 0Arc User
edited June 2013
Finally checked this out. Awesome work. Loved the burning bridge and the crumbling floor. Brilliant!
Projectors still annoy the hell out of me. I've been playing with the snow projector and I can't for the life of me get it to work. Messing around with it in 3D edit mode does nothing when I flip it and move it every which way. Placing it in 2D edit mode and then flipping it upside down doesn't help either. Any additional suggestions?
Projectors are a pain, yeah. I have not tried snow yet, but I managed to get the web and blood ones working okay.
I gave up messing with them in 3D mode. Mostly, I just play with the Pitch, Yaw, and Roll settings - usually just changing one of those 3 values by 90 and then going back in to look. The DM by the Crushing Wall trap will tell you which settings I used for the blood splatters, if that helps.
This is one of the best tutorials I've found to date, thank you so much Masby1 for your time and effort!! it's is greatly appreciated!
0
cipher9nemoMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
Awesome, OP. I will check this out. The only one I don't know how to do yet is the random coin flip thing. Now you have me thinking until I can check out your "quest" tonight. Thanks!
PS: it's not a "difficulty slider" (I hate when people try to sell it as such)... it's a difficulty selector. You can go back and forth like a slider indefinitely.
Awesome, OP. I will check this out. The only one I don't know how to do yet is the random coin flip thing. Now you have me thinking until I can check out your "quest" tonight. Thanks!
The coin-flip is pretty easy - just put 2 mobs on a platform over a pit, and remove the platform. But, although it is possible for either mob to die first, it doesn't seem close enough to 50/50. You're probably better off with a combat timer; I expect it's more random.
PS: it's not a "difficulty slider" (I hate when people try to sell it as such)... it's a difficulty selector. You can go back and forth like a slider indefinitely.
The coin-flip is pretty easy - just put 2 mobs on a platform over a pit, and remove the platform. But, although it is possible for either mob to die first, it doesn't seem close enough to 50/50. You're probably better off with a combat timer; I expect it's more random.
Thanks! So it seems like you could do this with multiple encounters to get things like rolling a D6, D10, D20, etc. However, it's unfortunate that this hackish random generator method is so resource intensive. I hope Cryptic gives us random number generators and more triggers in the future.
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.
Is this possible on a custom "outdoor" map? The only way I have found to reduce light is to use a skybox, the inside of my buildings still seem too bright
0
saerraelMember, Neverwinter Beta UsersPosts: 0Arc User
PS: it's not a "difficulty slider" (I hate when people try to sell it as such)... it's a difficulty selector. You can go back and forth like a slider indefinitely.
Sense, you make it. *makes mental note to change own description*
Is this possible on a custom "outdoor" map? The only way I have found to reduce light is to use a skybox, the inside of my buildings still seem too bright
This. I'm trying to make a night time outdoor map, myself, and it's just so very bright.. I'd add fades, but it's a dup from another map (player returns at night) and I don't exactly have a lot of room for added details. Nor will it look all too great to have a big blob of cubes w/o any logical detailing before it.
Mist, fog and smoke don't do the job. Skyfades do exactly as described, which is not what I was aiming for. The only thing that altered correctly I can't use due to it changing the map to sepias >.>
I could try inky clouds, but I'm wondering if that wouldn't just make it look too artificial.
Thanks! So it seems like you could do this with multiple encounters to get things like rolling a D6, D10, D20, etc. However, it's unfortunate that this hackish random generator method is so resource intensive. I hope Cryptic gives us random number generators and more triggers in the future.
Not the same way. It's harder to do, but can be done. You have to have 2 sets of mobs (so, 12 for a d6). Each one in the first set triggers the corresponding mob in the second set to fall (remove a platform). When any mob in the second set dies, it spawns a platform under all other mobs in the second set - so only 1 of the 6 dies. There's a demo of it in the DM's Studio.
Sense, you make it. *makes mental note to change own description*
This. I'm trying to make a night time outdoor map, myself, and it's just so very bright.. I'd add fades, but it's a dup from another map (player returns at night) and I don't exactly have a lot of room for added details. Nor will it look all too great to have a big blob of cubes w/o any logical detailing before it.
Mist, fog and smoke don't do the job. Skyfades do exactly as described, which is not what I was aiming for. The only thing that altered correctly I can't use due to it changing the map to sepias >.>
I could try inky clouds, but I'm wondering if that wouldn't just make it look too artificial.
/wall of text & thread hijack
Edit : Now it works... >.>
On an outdoor map, you can make it night just by changing the Backdrop to any of the variouos Night options. Perhaps add Black Heavy Fog for enhanced darkness if you want to really limit vision distance. I do this on my quest as the entire event is happening at night.
Just published a pretty cool demo of OR-logic. Take the ladder-portal from the central hub to see it.
In short, there's a mob patrolling over a platform-covered pit. There's a separate (non-overlapping) platform for each element of the OR condition. As that element completes, the corresponding platform is removed. The mob dies in each case, thus connecting all the branches back to a single condition. (You can also do it by separating the mob from guards using non-overlapping walls, but I like drop-kills for their consistency and speed.)
This is pretty easy to set up, and would work great for "kill mob A or mob B or mob C" objectives.
I use it to demo a work-around for skill checks (like Dungeoneering). Skill checks are great, but can be a pain for solo players who probably don't have that skill. So, I show how you can drop a fake "Dungeoneering Kit", and use the kit to meet the objective. Then the OR-logic takes over, so you don't have to build two separate copies of the all the subsequent objects.
Just published a pretty cool demo of OR-logic. Take the ladder-portal from the central hub to see it.
In short, there's a mob patrolling over a platform-covered pit. There's a separate (non-overlapping) platform for each element of the OR condition. As that element completes, the corresponding platform is removed. The mob dies in each case, thus connecting all the branches back to a single condition. (You can also do it by separating the mob from guards using non-overlapping walls, but I like drop-kills for their consistency and speed.)
Thanks! Sounds interesting. Another feature to request logic gates (AND/OR/XOR/NOT/NOR/etc).
This approach would work as a way to get a 1 in X chance. Note that that's not the same as a coin-toss (which has 2 outcomes), or rolling a dX (which has X possible outcomes). With this approach, there is a 1-in-X chance of triggering the event. In X-1 cases, there is no event.
Say you wanted a 25% chance of something happening. You make 4 platforms arranged in a square over a pit, and have the trigger mob patrol in a square loop from the center point of each one. Have a "shut-off" mob on platform 1. When the user clicks, remove platform 1. The shut-off mob falls and dies, causing a floor to appear over the pit. If the trigger mob was on platform 1, he will also have fallen and triggered the 25% chance. Otherwise, he'll patrol and fall, but be saved by the new floor (no event).
25% would be easy, but you could do 1 in X by carefully arranging X platforms like this 1 in 6. The yellow platforms are side-by-side. The red dots are the patrol points for the trigger mob. The blue dot is the shut-off mob, which will spawn the big blue platform just over the pit.
Since the player can't see the pit-room, it's effectively random. Basically "Russian roulette". The nice thing is, it only takes 2 encounters, and it should be very reliable and fast. Either the mob is on platform 1 when it's removed (in which case he dies fast), or he's not, in which case the event isn't triggered.
It's even fairly reusable, since you could:
- remove the first trigger mob (which won't trigger the component complete)
- remove the blue safety platform
- add a new platform 1
- add a new trigger mob and shut-off mob
- rinse and repeat
Thanks! Sounds interesting. Another feature to request logic gates (AND/OR/XOR/NOT/NOR/etc).
Can you give an example of what you're looking for?
AND logic (e.g. kill encounter 1 AND encounter 2) is easy, since the Foundry supports that.
OR logic (kill encounter 1 OR encounter 2) can be done using the multi-platform patrol approach described above.
XOR logic (kill encounter 1 OR encounter 2 but not both) seems easy enough. For example, you want the player to cross a chasm but only when they've killed encounter 1 XOR encounter 2. Each encounter is set to trigger a bridge across the chasm, and a boulder which blocks half the bridge. If neither is killed, no bridge. If both are killed, the boulders block the path.
Just published an update which includes a room showing the different Projections (blood, cracks, ice/frost/snow, dirt, moss, spiderweb, and darkness).
I've got them working fine on the floor and ceiling, but not on the walls yet. Not sure why, they work fine on the Crushing Walls trap. I tried different walls, but that doesn't seem to matter. Hoping they'll work once published.
Just published an update which includes a room showing the different Projections (blood, cracks, ice/frost/snow, dirt, moss, spiderweb, and darkness).
I've got them working fine on the floor and ceiling, but not on the walls yet. Not sure why, they work fine on the Crushing Walls trap. I tried different walls, but that doesn't seem to matter. Hoping they'll work once published.
Sweet, I'll have to check out the snow one. I've been having a hell of a time getting that one to work.
This. Projectors do not like me and I'm starting to dislike them, in return.
Thank you, Mosby, for all your hard work on the Studio.
I don't use projectors at all. They work, but they're clunky, unintuitive, and produce too little of a projection to be worth much. Now if the projections were much larger, capable of covering large objects (ie: cobwebs), then I'd be interested.
I don't use projectors at all. They work, but they're clunky, unintuitive, and produce too little of a projection to be worth much. Now if the projections were much larger, capable of covering large objects (ie: cobwebs), then I'd be interested.
Nonetheless, thanks mosby for demonstrating it.
Agreed, but I feel I must be able to use them when and where I like >.>
I'd also love them to project better. Seen too often (when I do get them to work) that they don't cover elevations correctly, leaving gaps where one wouldn't expect it.
agentjasporMember, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 0Arc User
edited July 2013
So I got the snow ones to work yesterday. But they're pretty much useless. The area covered is WAY to small, getting them to overlap in the 2D editor is almost impossible, and the second you touch one in 3D edit mode, it stops working. (In fact, I had about 6 placed, and tried moving one of them in 3D edit mode, and they ALL stopped working.)
Anyone know of another way to have an outdoor zone covered with snow rather than trying to place dozens of these damned projectors?
:D Gonna check it tonight, this might answer tons of my questions nice nice nice!!! :D
0
remorselordMember, NW M9 PlaytestPosts: 102Arc User
edited September 2013
I really like what you have done in this foundry, definitely will run this again and show to people who want to learn this stuff. My two favorites in terms of execution and concept were the Mimic and the Burning Bridge. The Mimic was well done, and definitely looked just like the original Mimic you find in the game, you even gave it a mob that has simillar circular aoe effect. Well done.
The bridge I enjoyed for originality, but it felt a bit too long because by the time the effect finished, all of the mobs were already on the other side except for one. That's something that can be tweaked, which was well executed.
I did notice a couple of issues with the ladders that lead the player outside the level and you end up somewhere on the roof. I get the one way concept, but not sure why the player should be appearing outside the level. That was a bit confusing.
In the room with the fire lava running across I got stuck inside the floor when I ported in using one of the portals. Luckly I was a rogue and was able to get out with Deft Strike.
The OR logic room I didn't quite understand especially when a burning barrel appeared next to the crate and the ladder, and I wasn't sure what it was for. In my case, the floor dissipated under 2 drows that were running around, and they both fell down. I did like how the logic was displayed.
Another bug I ran into was with the crushing walls. I saw the animation and than it pushed me into a wall and I was stuck. There was no damage volume, had to restart the level. This one seems to be the most difficult to execute.
ADDITIONS:
If you were to add more things to display, I think having a proper way to lock in only one player in a certain area would be cool. This would be particularly useful for group based quests that may require only one player down a certain path and block anyone else who tries to enter. Looking at your tutorial, this can be accomplished based on class skills and using visible/invisible walls, but what if I don't want to restrict by class, but by who was "first" to choose a path and follow it. Something to separate players efficiently would be cool.
Another concept I'd like to see is manipulating enemies to accomplish a goal requiring player skills to move past obstacles. Things like setting waypoints and detecting enemy presence at certain locations. To get enemies to those locations require player skills like push or something to punt mobs to desired location.
SIDENOTE:
The blackout effect that you have I'd call it an over-time blackout effect since things are happening through dialogue and gradually. I was wondering what would happen if player hits Esc in the middle of dialogue? are they stuck since they can't see?
Lastly, I recommend you check out The Rose of Immortality quest for some cool effects. She one of the few people who executed blackout effects perfectly which turn screen pure black and doesn't happen in the middle of a dialogue, She also has a black and white effect setup and other things where the environment changes.
Comments
I tried to improve that one a bit. I labeled each dialog option with the exact name of the lighting effect, so it will be easier to find.
I was going to add some Static light effects, but you can't add or remove those dynamically. The light stays on the whole time.
The Cursed Emerald:
Short version:
- add X "roll" mobs, each on their own platform over a pit
- add another X "dice" mobs, on a platform over some guards
- each dice mob will vanish (and not complete) when the next dice mob is killed (in a loop)
- each dice mob is tied to one of the roll mob platforms
- when a dice mob dies, the associated platform is removed, causing the roll mob to fall and die
- all other dice mobs are despawned (in the loop)
- as a backup, when any roll mob dies, a grate appears over the pit, so no other roll mobs will fall in
Faolin figure out how to do it. I tweaked the idea a bit by adding the despawn loop.
The Cursed Emerald:
Preview/Freedback thread: http://tinyurl.com/NW-DTNZTFYDS - Now eligible for Daily Quest!
A Dwarven Dilemma Part 2 - Luskan Delights : Coming soon!
First off, thanks for making such a great tutorial and sharing your ideas with the rest of the community.
Something that happened to me while I was in the "randomizer" and "timer" room - instead of running to the pits or spawning then falling, all the mobs you used attacked me. Apparently, since I'm in there, the mechanics you used are negated by aggro. I don't know if it would work, but perhaps you can put invisible walls between the player and the "clock" mobs? (The tigers and the drow)
Still, it's enough to understand the concept, but you wen to such trouble trying to show us, maybe this is an easy fix?
They both work find in the Foundry editor of course, but I have seen the behavior you describe in the published version. There is an invisible wall around the guards and mobs in the dice-roll room, but mobs tend to blink through those walls.
I though I put it far enough away to be out of aggro range. I may have to just move those guys to another room. I'll keep tweaking it. Thanks for letting me know!
The Cursed Emerald:
Projectors still annoy the hell out of me. I've been playing with the snow projector and I can't for the life of me get it to work. Messing around with it in 3D edit mode does nothing when I flip it and move it every which way. Placing it in 2D edit mode and then flipping it upside down doesn't help either. Any additional suggestions?
(I got the cat by the way on the coin flip.)
The Crystal Relics - NWS-DMXNCNAVJ
Tower District Contest Entry: Undercover Brother - NW-DCD6OI9JE
I gave up messing with them in 3D mode. Mostly, I just play with the Pitch, Yaw, and Roll settings - usually just changing one of those 3 values by 90 and then going back in to look. The DM by the Crushing Wall trap will tell you which settings I used for the blood splatters, if that helps.
The Cursed Emerald:
PS: it's not a "difficulty slider" (I hate when people try to sell it as such)... it's a difficulty selector. You can go back and forth like a slider indefinitely.
Hammerfist Clan. Jump into the Night: NW-DMXWRYTAD
The coin-flip is pretty easy - just put 2 mobs on a platform over a pit, and remove the platform. But, although it is possible for either mob to die first, it doesn't seem close enough to 50/50. You're probably better off with a combat timer; I expect it's more random.
True; I'll change my text to call it a selector.
The Cursed Emerald:
Thanks! So it seems like you could do this with multiple encounters to get things like rolling a D6, D10, D20, etc. However, it's unfortunate that this hackish random generator method is so resource intensive. I hope Cryptic gives us random number generators and more triggers in the future.
Hammerfist Clan. Jump into the Night: NW-DMXWRYTAD
Is this possible on a custom "outdoor" map? The only way I have found to reduce light is to use a skybox, the inside of my buildings still seem too bright
Sense, you make it. *makes mental note to change own description*
This. I'm trying to make a night time outdoor map, myself, and it's just so very bright.. I'd add fades, but it's a dup from another map (player returns at night) and I don't exactly have a lot of room for added details. Nor will it look all too great to have a big blob of cubes w/o any logical detailing before it.
Mist, fog and smoke don't do the job. Skyfades do exactly as described, which is not what I was aiming for. The only thing that altered correctly I can't use due to it changing the map to sepias >.>
I could try inky clouds, but I'm wondering if that wouldn't just make it look too artificial.
/wall of text & thread hijack
Edit : Now it works... >.>
[SIGPIC]http://nw-forum.perfectworld.com/image.php?type=sigpic&userid=98570189&dateline=1372572330[/SIGPIC]
NW-DCJV53UTU
[Open for play, link to spotlight thread]
Not the same way. It's harder to do, but can be done. You have to have 2 sets of mobs (so, 12 for a d6). Each one in the first set triggers the corresponding mob in the second set to fall (remove a platform). When any mob in the second set dies, it spawns a platform under all other mobs in the second set - so only 1 of the 6 dies. There's a demo of it in the DM's Studio.
The Cursed Emerald:
On an outdoor map, you can make it night just by changing the Backdrop to any of the variouos Night options. Perhaps add Black Heavy Fog for enhanced darkness if you want to really limit vision distance. I do this on my quest as the entire event is happening at night.
In short, there's a mob patrolling over a platform-covered pit. There's a separate (non-overlapping) platform for each element of the OR condition. As that element completes, the corresponding platform is removed. The mob dies in each case, thus connecting all the branches back to a single condition. (You can also do it by separating the mob from guards using non-overlapping walls, but I like drop-kills for their consistency and speed.)
This is pretty easy to set up, and would work great for "kill mob A or mob B or mob C" objectives.
I use it to demo a work-around for skill checks (like Dungeoneering). Skill checks are great, but can be a pain for solo players who probably don't have that skill. So, I show how you can drop a fake "Dungeoneering Kit", and use the kit to meet the objective. Then the OR-logic takes over, so you don't have to build two separate copies of the all the subsequent objects.
The Cursed Emerald:
Thanks! Sounds interesting. Another feature to request logic gates (AND/OR/XOR/NOT/NOR/etc).
Hammerfist Clan. Jump into the Night: NW-DMXWRYTAD
Say you wanted a 25% chance of something happening. You make 4 platforms arranged in a square over a pit, and have the trigger mob patrol in a square loop from the center point of each one. Have a "shut-off" mob on platform 1. When the user clicks, remove platform 1. The shut-off mob falls and dies, causing a floor to appear over the pit. If the trigger mob was on platform 1, he will also have fallen and triggered the 25% chance. Otherwise, he'll patrol and fall, but be saved by the new floor (no event).
25% would be easy, but you could do 1 in X by carefully arranging X platforms like this 1 in 6. The yellow platforms are side-by-side. The red dots are the patrol points for the trigger mob. The blue dot is the shut-off mob, which will spawn the big blue platform just over the pit.
Since the player can't see the pit-room, it's effectively random. Basically "Russian roulette". The nice thing is, it only takes 2 encounters, and it should be very reliable and fast. Either the mob is on platform 1 when it's removed (in which case he dies fast), or he's not, in which case the event isn't triggered.
It's even fairly reusable, since you could:
- remove the first trigger mob (which won't trigger the component complete)
- remove the blue safety platform
- add a new platform 1
- add a new trigger mob and shut-off mob
- rinse and repeat
The Cursed Emerald:
Can you give an example of what you're looking for?
AND logic (e.g. kill encounter 1 AND encounter 2) is easy, since the Foundry supports that.
OR logic (kill encounter 1 OR encounter 2) can be done using the multi-platform patrol approach described above.
XOR logic (kill encounter 1 OR encounter 2 but not both) seems easy enough. For example, you want the player to cross a chasm but only when they've killed encounter 1 XOR encounter 2. Each encounter is set to trigger a bridge across the chasm, and a boulder which blocks half the bridge. If neither is killed, no bridge. If both are killed, the boulders block the path.
The Cursed Emerald:
The Cursed Emerald:
I've got them working fine on the floor and ceiling, but not on the walls yet. Not sure why, they work fine on the Crushing Walls trap. I tried different walls, but that doesn't seem to matter. Hoping they'll work once published.
The Cursed Emerald:
Sweet, I'll have to check out the snow one. I've been having a hell of a time getting that one to work.
The Crystal Relics - NWS-DMXNCNAVJ
Tower District Contest Entry: Undercover Brother - NW-DCD6OI9JE
This. Projectors do not like me and I'm starting to dislike them, in return.
Thank you, Mosby, for all your hard work on the Studio.
[SIGPIC]http://nw-forum.perfectworld.com/image.php?type=sigpic&userid=98570189&dateline=1372572330[/SIGPIC]
NW-DCJV53UTU
[Open for play, link to spotlight thread]
I don't use projectors at all. They work, but they're clunky, unintuitive, and produce too little of a projection to be worth much. Now if the projections were much larger, capable of covering large objects (ie: cobwebs), then I'd be interested.
Nonetheless, thanks mosby for demonstrating it.
Hammerfist Clan. Jump into the Night: NW-DMXWRYTAD
Agreed, but I feel I must be able to use them when and where I like >.>
I'd also love them to project better. Seen too often (when I do get them to work) that they don't cover elevations correctly, leaving gaps where one wouldn't expect it.
[SIGPIC]http://nw-forum.perfectworld.com/image.php?type=sigpic&userid=98570189&dateline=1372572330[/SIGPIC]
NW-DCJV53UTU
[Open for play, link to spotlight thread]
Anyone know of another way to have an outdoor zone covered with snow rather than trying to place dozens of these damned projectors?
The Crystal Relics - NWS-DMXNCNAVJ
Tower District Contest Entry: Undercover Brother - NW-DCD6OI9JE
Use ice or snow rocks and place them just over top of your exiting terrain.
Hammerfist Clan. Jump into the Night: NW-DMXWRYTAD
The Cursed Emerald:
The bridge I enjoyed for originality, but it felt a bit too long because by the time the effect finished, all of the mobs were already on the other side except for one. That's something that can be tweaked, which was well executed.
I did notice a couple of issues with the ladders that lead the player outside the level and you end up somewhere on the roof. I get the one way concept, but not sure why the player should be appearing outside the level. That was a bit confusing.
In the room with the fire lava running across I got stuck inside the floor when I ported in using one of the portals. Luckly I was a rogue and was able to get out with Deft Strike.
The OR logic room I didn't quite understand especially when a burning barrel appeared next to the crate and the ladder, and I wasn't sure what it was for. In my case, the floor dissipated under 2 drows that were running around, and they both fell down. I did like how the logic was displayed.
Another bug I ran into was with the crushing walls. I saw the animation and than it pushed me into a wall and I was stuck. There was no damage volume, had to restart the level. This one seems to be the most difficult to execute.
ADDITIONS:
If you were to add more things to display, I think having a proper way to lock in only one player in a certain area would be cool. This would be particularly useful for group based quests that may require only one player down a certain path and block anyone else who tries to enter. Looking at your tutorial, this can be accomplished based on class skills and using visible/invisible walls, but what if I don't want to restrict by class, but by who was "first" to choose a path and follow it. Something to separate players efficiently would be cool.
Another concept I'd like to see is manipulating enemies to accomplish a goal requiring player skills to move past obstacles. Things like setting waypoints and detecting enemy presence at certain locations. To get enemies to those locations require player skills like push or something to punt mobs to desired location.
SIDENOTE:
The blackout effect that you have I'd call it an over-time blackout effect since things are happening through dialogue and gradually. I was wondering what would happen if player hits Esc in the middle of dialogue? are they stuck since they can't see?
Lastly, I recommend you check out The Rose of Immortality quest for some cool effects. She one of the few people who executed blackout effects perfectly which turn screen pure black and doesn't happen in the middle of a dialogue, She also has a black and white effect setup and other things where the environment changes.
Overall, great job and keep this up!
Video Review: http://www.twitch.tv/zovya/c/2671017