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Are there DM-type display comments available?

hb4gaminghb4gaming Member, Neverwinter Beta Users Posts: 31
edited May 2013 in The Foundry
What I'd really like to do is spare my players from having to sit for 5 minutes in front of each NPC to read page after page of dialogue/storyline. Instead, I'd like to have storyline (or other pertinent information) display on the screen at intervals as they play through the dungeon (e.g. the player turns a corner and the words "You feel a draft from the door on your right." display at the top of the screen). I'd also like to be able to control the display time on the words so I can vary it depending on how long the sentence is.

Does this function already exist?? I can't seem to find such a thing and the "sticky" forum foundry guides I've read haven't mentioned it.

If someone can point me in the right direction, you can have my first-born child. Or a free smiley face ---> :D . Whatever you'd like.

Thanks!
Post edited by hb4gaming on

Comments

  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited May 2013
    Yep, the quest objectives display in bright yellow letters when you get new ones and complete the last one. You can use them as DM text. The easiest way to add extra DM text is to make intermittent "reach waypoint" objectives, so that you can have DM text floating overhead as the character progresses through the dungeon.

    I've also seen players use interactibles as DM text objects - for instance, when using a door, it initiates a dialogue that says something like (in OOC) "the door is nearly completely rotted, and creaks loudly as you open it"
  • akariyoakariyo Member Posts: 21 Arc User
    edited May 2013
    I'm not entirely sure if this is what you mean but the feature I'm thinking of would be the 'Reach Point' objective. You can edit the objective and set the reach text to say "You feel a draft from the door on your right." and have that objective point placed right near the door so when the player reaches that point there will be yellow text both in the chat log as well as in the top of their screen.

    Hope that helps!
    [Heaters Gonna' Heat]
    [NW-DN9RWCCFA]

    #Solo | #Combat | #Puzzle
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    Reach Marker is the only thing that will do what you ask at the moment, and it has to be integrated with the story.
  • hb4gaminghb4gaming Member, Neverwinter Beta Users Posts: 31
    edited May 2013
    Thank you for the responses! I'll tinker with this as per your suggestions and see if I can make it work smoothly to get the effect I want.

    Ideally, I'd like to be able to set up a situation where the player is running down a 200 ft hallway (for example) toward a boss encounter and the boss is screaming a new line of text at them every 20 feet that they progress (so that I can fit ten pieces of storyline dialogue in while the player is on the move). I want to be able to achieve this without the foundry playing its little gong sound and printing "Objective Complete!" across the screen every 20 feet. I will play around with the reach point/interactibles and see if I can't get something like this to work. Thanks again!
  • syynsyyn Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 75
    edited May 2013
    The reach marker idea works but the text is very limited in length. "DM Notes" are not yet in the game but from what I've read in other forum posts, it's high on the "to-do list".
    Another issue with the reach marker idea for what you wrote above specifically (spawning new lines every twenty feet) is that they don't always activate at exactly the same time when reached so your timing on the text could be off from play to play. Also, I do believe the reach point objectives WOULD cause the printing of "Objective Complete!" for each one.
  • chili1179chili1179 Member Posts: 1,511 Arc User
    edited May 2013
    The reach marker objective text also displays in the chat box, which is good for people who cannot read it when it flashes across the screen.

    I use these quite a bit through my quests to give the player a sense of the surroundings that the game cannot give (DM: The air grows colder) or to send them a direction they may not otherwise go (DM: You hear a scuffling sound to the right).

    It works well enough, but we need DM text reach markers that are not tied to an objective.
    There is a rumor floating around that I am working on a new foundry quest. It was started by me.
  • coanunncoanunn Member, Neverwinter Beta Users Posts: 368 Bounty Hunter
    edited May 2013
    I use invisible clickies, they are not mandatory, they let the player decide if they want that DM interaction or not. So far everyone who's reviewed them has commented favorably in regards to them.
    Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
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