I thought it might be fun to create a quick and silly Halloween romp through the village of Dumedalot. Go trick-or-treating and help the townspeople enjoy their holiday feast.
This is truly a not-so-serious endeavor, but I'd sure appreciate your feedback. There are bound to be a few snafus, typos, etc. that are lingering about, and I'm eager to know how long it takes players to complete the adventure. Heck, I'd be happy just to know if it's playable... ha ha ha! (I'm hoping to keep it brief so it might be an alternative for a Daily Foundry run during the Halloween season.)
at the house past the mayor's one their was in invisible block making knocking on the door tricky, but that was the only thing I saw that wasn't close to perfect
Play for fun, Work to get rich, These two are not compatible!
Looks like it's timing out to somewhere between 13 and 20 minutes, though I suspect a player could blow through it a bit faster by mashing buttons to bypass the text and bringing a strong combat-oriented character to the quest. Likewise, it could take longer if someone wanted to take on some of the unnecessary elements lurking in the village (and sometimes dangled right in the path of the player... heh...)
I can easily modify some of the combat to try and nail down that magic 15-minute goal for a good daily, and would welcome opinions about what worked well, what was frustrating, etc.
Now if only I could figure out a way to make an NPC appear/disappear if a player chose this OR that option, I could alleviate a possible-but-unlikely double appearance of a particular character. Hmmm...
Loved it. Great Halloween feel. The central well in the village has the stock "well covered 01" name, but I didn't see anything else that needs tweaking. Let me know if the shameless plug bumps up your daily plays of the "Danger" quests...might have to steal your idea, there. I can't recall if we've swapped reviews already, Scooter, but if not, I'd appreciate your checking out "Hive Mind." Thanks.
The Green Zone (NW-DP66H66F6): Train at a top-secret Goblin military installation. Hive Mind (NW-DN9YKEVUS): Get inside a crashed alien ship to discover its purpose. Absolute Zero (NW-DOVUXHT8P): Activate a massive teleportation machine to pursue an evil mastermind.
The quest was great. Stylish just like your 'Danger in the Sky' quest . My only concern is that the quest may be a bit too short. The average duration is at 15 minutes right now, but it might dwindle to 14 somewhere in the future.
When you get the time, try my quest out. It only needs 2 more plays to be daily eligible .
Thanks for the feedback, guys. I'm making the changes you point out. Keep 'em coming!
And, yeah, I'll most certainly swap reviews. (Though, admittedly, it may be next week before I get to my in-game "to do" list. I'm directing a local production of "Fiddler on the Roof" that opens next week, so I'm knee-deep in chaos. It's one of the reasons I'm kind of rushing to get "Danger in the Doorway" out in time for the Halloween season.)
duur -- You're right about the crypt at the back of the graveyard being there in case I want to expand the adventure (it doesn't exist in the other Foundries of Dumedalot). The mill is ripe for the same treatment, since none of the other quests in the series actually goes into the mill. (Yeah, I keep thinking I want to design a grain mill interior for an adventure, and then I kind of shy away at the idea because of the limited resources of the Foundry. But maybe now...?)
I found myself at Busch Gardens in Virginia last week when they were opening their evening Halloween activities. I'm not really into the whole "haunted house" thing myself, but it provoked fond memories of a gentler era when I was a kid and the Halloween events were less gory and more atmospheric. I tried to recapture a little bit of that spirit in "Danger in the Doorway", especially with the lighting and color scheme. Every creature, every NPC, every costume, every static and dynamic lighting was placed according to a deliberate unfolding color scheme of greens, purples, oranges, and blacks. That was actually a lot of fun!
I think the fun you had when you were making it shows of.
It made me nostalgic to past memories when I walked through the city center and its people.
Great job (again)
You and a few other authors, who I discovered make real nice adventures that keeps dragging me back to the foundries.
because they have good stories, a good dressing up on their environments, and an amount of battle that supports the story instead of battle being the main thing.
Play for fun, Work to get rich, These two are not compatible!
I made a few tweaks that make a couple of the "extra bonus stuff" included in the main quest line in hopes of keeping the average playing time at 15 minutes.
I had a good time with this one. Loved the burning man brew barrel, very original. I think this quest will be quite popular next month. Please give "Into the Drow Helix" a run when you get a chance, and good luck with your production.
Bumping for a shameless plug. Now that it's October, it's a fun time to visit the poor folks of Dumedalot and go trick-or-treating.
I'm continuing to tweak things here and there, and will likely add new surprises and move things around during the month just to keep the adventure fresh. (Hmm... I wonder what Foundry encounter would make for a good vampire? Perhaps some kind of "black lagoon" creature needs to take up residence in the town well, moving the spiders over to the mill? I really wish we had some mummies that I could throw in there somewhere... heh...)
BTW, I'm noticing an odd bug with this one. The initial quest objective should say "Speak with Guard Frinko." It certainly is listed correctly in the Story tab, and the sparkling trail takes the player there if he/she's in Protector's Enclave. But the quest objective isn't showing up consistently in the list on the right side of the UI. I noticed this happened in the update of "Bill's Tavern" as well. Certainly not a show-stopper, but definitely a disappointment. Seems like there's nothing I can do on my end, since it's listed correctly in the Foundry tab and has the proper description. Just... odd...
Hey, I have played both of your earlier publications, and I loved them. I will be happy to play your new one, and I actually noticed it published a few days ago, since I subscribed to your publications in game.
I will play yours tonight, would you be willing to give one of mine a go? There are two choices, depending upon your story preference.
1. I have a really substantive one, that you could give a shot, it is written like a novel applying the Hansel and Gretel Breadcrumb theme, but it is REALLY long, 225 minutes. You can leave the map and return should you need to play it out in phases, as each map uses Overworld Transition. I spent over 250 hours scripting this quest, and I am a published author in real life, so the storyline is well structured. As it is a 15 map quest, it maintains a balance between interactions, dialogue (but linear since it is structured more like a novella story), puzzles and encounters. The Dark Secret at Highgate
2. Alternatively, you can run through my quick and dirty quest, which is 25 minutes. It is one away from being on the Review board, so I would greatly appreciate the love on that one. This one I wrote in 3 days, but the environment is all custom built from a 1024x1024 map, a full city called, The City of Grumura. It has light dialogue, mostly concentrated to set the storyline in the beginning, interactions and combat intenstive, but not overly challenging. Fall of the City of Grumura
I played through the quest, very unique, creative and enjoyable, as were the others. I look forward to the next iteration of the series. I sent you a PM with a couple of notes, but overall, phenomenal job, as usual.
I particular enjoyed the main antagonist character that set the stage and theme of the quest! Great job on the effects of the environment as well!
Comments
at the house past the mayor's one their was in invisible block making knocking on the door tricky, but that was the only thing I saw that wasn't close to perfect
Publishing a fix right now.
Stand your Ground NW-DNBHK74ML
I can easily modify some of the combat to try and nail down that magic 15-minute goal for a good daily, and would welcome opinions about what worked well, what was frustrating, etc.
Now if only I could figure out a way to make an NPC appear/disappear if a player chose this OR that option, I could alleviate a possible-but-unlikely double appearance of a particular character. Hmmm...
Hive Mind (NW-DN9YKEVUS): Get inside a crashed alien ship to discover its purpose.
Absolute Zero (NW-DOVUXHT8P): Activate a massive teleportation machine to pursue an evil mastermind.
The only line I saw that needed a little fix was "them alive" instead of "the alive" when on the last section
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
When you get the time, try my quest out. It only needs 2 more plays to be daily eligible .
NW-DKK8NIRO6
there could be a hall (corridor?) behind it that leads to a pile of story books for opening the festivities?
or the lanterns for the city square?
if you want to make it longer, it gives an option for an another battle moment, and walking is also a slow part of a quest
doesn't have the mill a door too? (I can't remember atm)
good luck with the deciscion making to make it longer or not.. I still love the atmosphere
And, yeah, I'll most certainly swap reviews. (Though, admittedly, it may be next week before I get to my in-game "to do" list. I'm directing a local production of "Fiddler on the Roof" that opens next week, so I'm knee-deep in chaos. It's one of the reasons I'm kind of rushing to get "Danger in the Doorway" out in time for the Halloween season.)
duur -- You're right about the crypt at the back of the graveyard being there in case I want to expand the adventure (it doesn't exist in the other Foundries of Dumedalot). The mill is ripe for the same treatment, since none of the other quests in the series actually goes into the mill. (Yeah, I keep thinking I want to design a grain mill interior for an adventure, and then I kind of shy away at the idea because of the limited resources of the Foundry. But maybe now...?)
I found myself at Busch Gardens in Virginia last week when they were opening their evening Halloween activities. I'm not really into the whole "haunted house" thing myself, but it provoked fond memories of a gentler era when I was a kid and the Halloween events were less gory and more atmospheric. I tried to recapture a little bit of that spirit in "Danger in the Doorway", especially with the lighting and color scheme. Every creature, every NPC, every costume, every static and dynamic lighting was placed according to a deliberate unfolding color scheme of greens, purples, oranges, and blacks. That was actually a lot of fun!
It made me nostalgic to past memories when I walked through the city center and its people.
Great job (again)
You and a few other authors, who I discovered make real nice adventures that keeps dragging me back to the foundries.
because they have good stories, a good dressing up on their environments, and an amount of battle that supports the story instead of battle being the main thing.
Maybe a bit short, but it was still fun, loved the cameos from your other quests XD
That is all.
I'm continuing to tweak things here and there, and will likely add new surprises and move things around during the month just to keep the adventure fresh. (Hmm... I wonder what Foundry encounter would make for a good vampire? Perhaps some kind of "black lagoon" creature needs to take up residence in the town well, moving the spiders over to the mill? I really wish we had some mummies that I could throw in there somewhere... heh...)
BTW, I'm noticing an odd bug with this one. The initial quest objective should say "Speak with Guard Frinko." It certainly is listed correctly in the Story tab, and the sparkling trail takes the player there if he/she's in Protector's Enclave. But the quest objective isn't showing up consistently in the list on the right side of the UI. I noticed this happened in the update of "Bill's Tavern" as well. Certainly not a show-stopper, but definitely a disappointment. Seems like there's nothing I can do on my end, since it's listed correctly in the Foundry tab and has the proper description. Just... odd...
Adding new costumes/encounters through the month is a great idea!
I will play yours tonight, would you be willing to give one of mine a go? There are two choices, depending upon your story preference.
1. I have a really substantive one, that you could give a shot, it is written like a novel applying the Hansel and Gretel Breadcrumb theme, but it is REALLY long, 225 minutes. You can leave the map and return should you need to play it out in phases, as each map uses Overworld Transition. I spent over 250 hours scripting this quest, and I am a published author in real life, so the storyline is well structured. As it is a 15 map quest, it maintains a balance between interactions, dialogue (but linear since it is structured more like a novella story), puzzles and encounters. The Dark Secret at Highgate
2. Alternatively, you can run through my quick and dirty quest, which is 25 minutes. It is one away from being on the Review board, so I would greatly appreciate the love on that one. This one I wrote in 3 days, but the environment is all custom built from a 1024x1024 map, a full city called, The City of Grumura. It has light dialogue, mostly concentrated to set the storyline in the beginning, interactions and combat intenstive, but not overly challenging. Fall of the City of Grumura
I particular enjoyed the main antagonist character that set the stage and theme of the quest! Great job on the effects of the environment as well!