Hello,
I'd like to play around with coding a mod/module that puts the player in charge of a castle. I'd like to use an engine that let's me keep variables on a track, e.g., the player can make decisions that increase peasant unrest, and when peasant unrest hits X an event is triggered. I'm a one-man band so I'm fine using stock art assets. From a layman's perspective I see two options: a Bethesda toolkit or NWN2. Are there other options? I don't know anything about rpgmaker and torque or ue3 require A) graphics assets and
a better grasp of programming languages than I have. Anyone have any suggestions?
Thanks,
Kali
Posts
Also, it's 32 bit graphics standard now and if you want to learn to code you can do 3D.
I'm trying to make the mod revolve around managing character relationships and resources - e.g. managing taxation for periodic gold income, dealing with merchants, nobles, etc. It's meant to be a single player narrative. The castle doesnt have to be dynamic or otherwise change from player actions; I'm tryin to keep an initially limited scope and avoid the need for art assets until I have an otherwise finished project. Thanks for the builder offer, though. So it will be a very script-intensive project; can it handle lots of things at once without breaking? Will it track things cleanly across acts in a campaign?
Tracking things cleanly in a campaign: Yes and no. If you want to run this as SP only, you can keep track of the game and have people load it up to continue. If you want to have it live as a "server" people can join and play, you'll need the NWNx database extensions to create persistence in the world. It can handle pretty much anything you can throw at it without breaking, particularly in NWN2. However, NWN2 is far more constrained in terms of building a large world with distances to travel. You just can't make a big world in NWN2 like you could in NWN1. Our PW had locations where it would take you over an hour of constant running to get from one to the other - that's simply impossible to do in NWN2 (and one of the reasons the NWN2 PW community stayed anemic, and never caught on like NWN1 did).
Art assets: If you go with NWN2 you will need zero "assets". The Community's tilesets and mods have everything you need and far far more, all for free. The available models, skins, clothes, weapons, items, and tilesets are what you'd expect from a very active, mature community. Basically it's all been done, and well. However, all your players will need copies of the game.
Let me break that out so you're clear: If you use the NWN/NWN2 toolset, only people who own NWN+SoU+HotU / NWN2+MotB will be able to play your mod.
Dealing with NPCs, managing taxation, and so forth are more meta-functions that I'm not sure are terribly well suited to NWN though. It doesn't sound like you're building something that will leverage a large part of NWN/NWN2 - the combat mechanics and encounter setups. If your players aren't dungeon crawling at least some of the time, it's probably the wrong choice.
I might suggest you check out the Taleworlds Mount & Blade game / toolset. Some of the mods for that are excellent, and the resource management stuff I've seen in some of the mods are much closer to what you're aiming at.
Storing variables in NWN is as simple as writing them onto an object in the player's inventory. You can mess around with persistent database solutions, but if this is meant to be a save-game experience rather than a persistent world, it would probably be easier just to store it on an inventory item, as these variables are saved with the savegame.
EDIT: Saying this, I probably wouldn't use NWN for more than a proof of concept. If you can get the basics of your "game" working in NWN, you can take the work and ideas and apply them to pretty much any engine out there. It just takes a lot more work because you have to hunt down art assets, learn to program in an even more obtuse scripting language than NWScript, etc.
The M&B system already has 90% of that stuff built into the native code.