A few module guides by Antagonist

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darkgod
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A few module guides by Antagonist

#1 Post by darkgod »

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Antagonist
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Re: A few module guides by Antagonist

#2 Post by Antagonist »

Hah! Take that forum software!

I registered despite EVERYTHING you tried to do to stop it!

Anyway, hi...

I'd like to stress one thing, these are community guides, not my guides, I just happen to be the one who started them. But I can seriously do with people filling in holes, adding examples or source code or even adding new sections.

That said, heres my thought about what would be nice as a tutorial:

DND 4E Module.
Step by step, setting up the stats, the descriptors, adding some NPCs, items, shops, keeping to the first player handbook for the guide, but can be later expanded on. Reason is this will pretty much touch most of the pieces of code that any average novice module developer will need to touch. The guide will focus on how to implement any generic system, but use 4E as an example.

Possible hickups that I'm unsure about right now is the use of skills, feats and powers, all of which will likely use the talents system but needs to be kept seperate. I'm also unsure how to customize the UIs and screens, the point based stats (costs more points higher the stats are).

One of the complaints I've heard about using T-Engine is that its only got one game on it, so its pretty hardcoded for it. A module like this will disprove that assumption, and if anything generic missing features are found that 4E and possibly other games would make use of, a feature request can be sent off to DarkGod.

But I am limited in time ANYWAY, being a Masters student. On top of this, I'm already busy with my own te4 module, ratcatcher, A Tower Defence Roguelike. So I was hoping for some help on this, to get it done in any reasonable timeframe. Lemme know if anyone is interested.

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: A few module guides by Antagonist

#3 Post by darkgod »

Oh yes please go do it people ! :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Antagonist
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Joined: Sun May 23, 2010 9:55 am

Re: A few module guides by Antagonist

#4 Post by Antagonist »

Okay, been rereading my Player Handbook abit. These are my thoughts about guides about a 4E module.

Since this is a new programmer's guide to T-Engine, while also making a module in the process, the guide will need to be unfaithful of a few game mechanics, or even reimagine them. This can still be in a final module, but won't have guides written about them cos its not generic to many other modules. Anyway, the steps I'd like to see in a guide:

*Player Generation, race, class, class options, stats, skills, feats and powers. This will need to be covered in great detail cos all modules will use some variation of these.
*Talent Implementation. The example module already comes with a basic dungeon populated with kobolds to smite. Encounters can be implemented with short cooldowns and dailies with long ones.
*Combat and combat rules. Implementation of AC and defenses like Reflex and Will, possibly requiring custom projectors.
*NPCs. Zone needs to be populated with something after all. Even with ones who can use players own powers against them.
*Zones. A full guide would include a static town level, stairs down, a dungeon and a final static level with a boss NPC.
*Interface. UI stuff, the 'C' display, customizing the left stats window, the level gain window. Background and descriptions and messages as well.

After that you will have a nice little fun playable module that is inspired by 4E. To do a TRUE 4E module tho, you will need more. The following isn't data driven tho, and not all RLs will need them. A guide about them is optional.

*Rituals.
*Turn System. In DND, you have Move Actions, Standard Actions and Minor Actions. Initiative and Action points will also need to be implemented.
*Special Handling for Encounters. A state for in-encounter and out, detection or ability to do a short or long rest to regain powers.
*Party Control. Summoners at the moment can 'take over' their summons. Using this feature you can adventure as a party with each member having a turn in combat. Everyone will likely move together out of combat.
*Actual Module. Perhaps something like Tomb of Horrors, or perhaps more story driven.

Propably a few more, but those are what I've come up with now.

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