Shadowstrider said:
Role-Player, it occured to me a moment ago that some people hate the glowing effect that useable placeables have when you push tab or mouse over. If you want a placeable that is ONLY useable as a spell or spell effect anchor I have a few ideas for you, depending on the needs of your module. In short, be more specific.
Eek, I've been discovered!
Well... Not quite :razz:
I'll be honest, I have been entertaining the notion of working on a module. I can't however, say anything about it at this moment because I am waiting for Neverwinter Nights 2 to come out so I can see what toolset improvements there will be. And since I'm only at the concept stage and only discussing this project with only one other person, there's basically nothing at all to expand. I can pinpoint some of the ideas I would like to work with, though I am not sure if they can be implemented in the module.
One of them involved underwater exploration, but apparently Bioware beat me to the punch with the release of their new premium module, so it would seem that it is quite doable.
Another thing I'd like to try out was to make the firstperson perspective to become much more integral to gameplay than just leave it at a gimmick phase. By more integral I mean something in the vein of applying full on firstperson not only to exploration but also to the use of ranged weaponry. While I am not a code monkey (hell, I'm below illiteracy when it comes to coding), I suspect this might require heavy scripting... Assuming its possible at all with the engine.
Finally, the last idea I was toying around with was the ability of manipulating objects in the surrounding environments. They'd have to be scripted in order to be counted as manipulated or selectable. The concept is pretty simple and pretty much the same as seen on that Half-Life 2 mod Shagnak linked to. The player would get to select an item in the scenario and manipulate it as if he was using telekinesis (aside standard manipulation such as barrels and assorted targetable objects, of course). Basically, players would chose an item, levitate it and generally control it slightly above the ground, then direct it at a target as if it were an attack or just place it somewhere else on the ground.
There were some other minor stuff, but they're not connected to this project for now, so... That's about it
![Smile :) :)](/forums/smiles/icon_smile.gif)
I have other problems and doubts about the project, but they're otherwise related to finding a great model maker who can develop the creatures I'm thinking up.