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Re: Writing a Full Quest for A.T.

Posted: Wed Jan 10, 2018 9:49 pm
by Zukero
See here: viewtopic.php?f=10&t=3277
It's not a "developer badge", but it grants the right to post in that forum section.

From what I have observed, the key to making a completed contribution is to start small with an idea that really thrills you. Plot twist, environment, gameplay effect... whatever you feel could add to the game. Find an idea (here or in your head), and start polishing it.

This forum is quiet, but brainstorming with other members of the community is of great interest, with great ideas and remarks often popping up. Really, I'm always astonished by the quality of the exchanges with the people here, especially when compared to the average IQ of internet in general.

Good luck!

Re: Writing a Full Quest for A.T.

Posted: Wed Mar 14, 2018 6:12 pm
by Asmodee
I have a very general idea, not exactly for new content, but for a way to quickly implement already existing ideas. I don't have any specifics yet as I don't even know what is required to write quests for the game, but I thought I'd post the general notion because it really could be minimal effort for considerable content, depending on how you went with it.

On the way to Remgard there is a cave just after all the frogs when the lizards and Izthiel start to show up. You can't go into it currently, but it looks like you can. Allow entry, make a small map for the inside of the cave, modify existing tiles by making them darker, partially transparent, etc., make one new tile for a "portal" type thing and add a few new monsters/NPCs and you can do an entire "alternate universe" using all the same maps already in place. You would be unable to interact with current monsters and NPCs, they may or may not be visible. Instead you would find otherworldly creatures to interact with. Ghosts, demons, "I see dead people", etc. It would have to be geared toward a higher level than it currently takes to finish all the content.

Essentially it would be a "dumping ground" for various other quest ideas. You would have the entire world to remake with any quests or item grinding you like. It may or may not require a quest to be completed to access the portal and it may or may not have a "main quest" line (preferably it would) where you walk away with something special such as some sort of "ghost sword" which doesn't do much damage but has an extraordinarily low AP cost for its type or a "ghost armor" which doesn't give much defense bonus but adds to your evasion skill and has a small DR. Something along those lines.

But the main thing is that by adding only a single, small new map, some creatures and some NPCs you could dump dozens of already existing quest ideas into this "new" area. You could instantly double the "map size" with almost no effort, giving you ready-made room to put new content without the chore of map design. Since it's essentially a shadow of the current world every map would be exactly as it is now, only made to look different (so you can clearly see you're not in Kansas any more), though you could add some "ethereal blockage" to wall off any portions of the map you don't want to use (and then just not add those portions).

Re: Writing a Full Quest for A.T.

Posted: Wed Mar 14, 2018 7:32 pm
by Zukero
Something like the Upside Down in Stranger Things or the Other World in Coraline ? That could work for a limited area, like a cave system. The amount of saved work would be limited though. All concerned maps would need dopplegangers, saving half of the graphical design of the maps. I'd say that's an economy of around 20% tops.

I would strongly suggest you to set up ATCS, in order to feel how much work is needed to get to new content. The length of your posts tell me there's a 84.548% chance that you are using a desktop/laptop computer, so you can.

;)

Re: Writing a Full Quest for A.T.

Posted: Wed Mar 14, 2018 8:00 pm
by Asmodee
Yeah, something like that. I've never done this type of work so, no, I really don't have any idea what is involved. I assumed it was as simple as adjusting the colors of existing tiles and then copying existing maps, but using the new tiles instead of existing tiles. Apparently it's a whole lot more complicated than that.

I love the "84.548% chance" thing. It's like you know me. I'm verbose by nature (overly so, too often), so it's not a 99% chance I'm using a PC (but yeah, I am), it's just an 84.548% chance.

I did know it was a lot of work, but only a general idea of what is involved. Graphic editing, map making, dialogue making, trigger events, etc. What I had assumed was a kind of "copy and paste" of all existing map material, remove creatures and NPCs, then a script to change "Tile1" to "Tile1-ghost". Apparently it's not quite that simple. I'll check it out if I can figure it out. The older I get the harder it is becoming to learn all the new fangled things you kids do, though. I still don't get the Twitter.

Re: Writing a Full Quest for A.T.

Posted: Wed Mar 14, 2018 10:22 pm
by rijackson741
The single biggest chunk of work is writing the quests. But creating the items and NPCs is a chunk of work too, because they all have to be balanced, and many NPCs need dialogue. Maps are just one part of the work. Not an insignificant part, but far from the majority of the work.
Asmodee wrote: Wed Mar 14, 2018 8:00 pm you kids
One developer could be labelled that. Another could be labelled a grey haired old dood ;) . But I won't tell you which is which :lol:

Re: Writing a Full Quest for A.T.

Posted: Fri Apr 13, 2018 11:11 am
by ace
:D lol. Nice suggestion.

Re: Writing a Full Quest for A.T.

Posted: Thu Mar 07, 2019 8:20 am
by T-rex2298
:idea: Basic Plotline - Feyguard City has sent down an elite patrol team to assist some settlers in clearing a space for a new village. They are having some trouble with some rabid pyromaniatic beasts that are led by intelligently deranged humans. The leader of these Pyros (As they are called) is a 'general' of a rival kingdom.

Itsy Bitsy Details -

: The Fighting Falcons (Feyguard Patrol). consists of two Elythom knights, two fledgling Royal Assasins of the Daygaurd Order of Feyguard, and their captain - Captain Barnaclona who has spent most of his training years on a ship in the ocean beyond the horizon. So natually he hasnt got much land experience. :D

: Settlers. Used to be a huge group of crazy fortune hunters who heard that there was gold here, and there was a bit at first. So they decided to build a settlement. Then the Pyros started coming in increasing numbers, burning every centimeter they walked on. Half the settlers left instantly (Perhaps even breaking of to start Crosslegen! :o ) but the other stubbornly stayed put. Finally after _ years?_ of constant conflict they finally requested help from Feyguard.

: Pyros. Originally an ambitious plan of a rival kingdom to conquer Feygaurd ( I think it's that ) by digging a tunnel from a good distance away to Feygaurd City. But stopped because _ who knows?
# Pestilence wiped out the nation?
# Revolution?
# They recognised how stupid their plan was?

However there were still a few persistent people who wanted to do it. So they set up their base of operations there. And got so obsessed with digging a tunnel that they started brewing potions to make themselves stronger, etc, etc. This unfortunately turned most of them in to monsters ( Monster origin solved! :geek: ) with a knack for BURNING EVEYTHING! ( Possibly because their weird potions had lava in them?)

Current Situation: Pyros surrounding the survivors. Leftover settlers all super scared since the Feyguard troops can't handle the Pyros. Fighting Falcons low on supplies and morale. Pyros getting stronger.

When You Come In: You make through the siege to the village ( I dunno how! Maybe just brute strength! You Should've slain the karamazin thing a mabobby by now! :mrgreen: )
I'm just going to stop here because there is so many routes you can venture on from here, like.

1. Get help from Feyguard ( if it made then )
2. Solve the problem yourself ( like duh )
3. Leave them alone. :twisted:


Location: South of Stoutford Castle ( I know you guys probably got something planned for there, just my idea.)




There we are. All done. :lol: :lol: :lol:

Re: Writing a Full Quest for A.T.

Posted: Fri Mar 08, 2019 12:15 am
by Nut
Hi T-Rex-2298,
sounds promising! You have thought of a background story, this makes it easier to get the plot done consistently. 8-)

A quest like this could get rather complex, especially if you think of different ways to solve it.
Best if you continue to create a map of the surrounding, even with paper & pencil. When you look at a map, you'll get more concrete ideas what should happen in it.

Then divide the quest in the several steps. These quest steps are needed for the questlog anyway, and they make it easier to have the complexity got sorted.

The quest steps are not linear necessarily. The player might visit places or talk with NPCs in different order than you expected. So the quest steps might come in unexpected order, or some also can be left out. The quest steps are fundamental and (I think) the biggest part of the work.

At last: I'd recommend that you try to think of a small quest for practicing first

Re: Writing a Full Quest for A.T.

Posted: Fri Mar 08, 2019 12:55 am
by T-rex2298
Nut wrote: Fri Mar 08, 2019 12:15 am At last: I'd recommend that you try to think of a small quest for practicing first

True, true, true...... :P

Re: Writing a Full Quest for A.T.

Posted: Fri Mar 08, 2019 2:00 am
by rijackson741
I agree with Nut 100% about starting with something small. As I just posted in another thread, it does not even have to be a quest. A quest is the hardest thing to create (although also the most rewarding), because it requires interaction between dialogue stages and quest logs. It's basically programming, although in a rather unconventional way, and ATCS is designed so that you don't actually have to write lines of code to do it. You do have to come up with a logic structure though, and tie the pieces together.

Some of your background does not fit with the existing (but not published) background to AT, but the details could be adjusted.