Witcher Adventure Editor Contest – stage 4

21.07.2008 15:11Comments: 38

Our contest has reached the crucial stage of creating an adventure, i.e. making a quest and dialogues. You face a difficult task, just as your mod is starting to gel! With this stage completed, the adventure actually should be finished, there will only be one more stage for tests and final cuts. Below, you'll find the precise requirements you will have to meet in the course of quest implementation.

We will grade:

1. Writing the plot out in quest stages (in the form of a document, preferably a graphic one, these can be drawings, graphs, anything that shows logical connections between particular stages of a quest). 

 

  • I suggest beginning the task by creating such a document, this will make quests much easier to implement in D'jinni.

    2. Creating the quest structure, i.e. implementation of the quest in D'jinni. This must include:

    • logical connections between stages
    • proper conditions
    • attached dialogues
    • short and long descriptions of each of the stages
    • attached scripts
    • OnPhaseFinished actions
    • waypoints written in (following a quest on a map)
    • NPC stage changes
    • Spawn set activation and deactivation
    • transferring of plot items, awards for a player etc.

    3. Dialogues – final dialogues should be written and they ought to include:

    • plot lines (if necessary)
    • non-met lines (i.e. first welcoming dialogue which shall be displayed only once)
    • proper dialogue flags
    • gameplay lines (e.g. gift, dice poker), scripts etc.
    • each NPC should also have a neutral dialogue which is not a part of the quest
    • commoners (i.e. background characters) should have a few one-liners which are drawn out when entering a location or the moment player clicks on them.

    4. Scripts and location elements (e.g. triggers) – at this stage, the adventure should be fully scripted:

    • triggers with scripts should be set-up and positioned
    • scripts must be attached to decorations (if they are necessary for the plot), generics (like houses) and the main location
    • if you want to equip Geralt with some skills at the beginning, a proper script should be executed upon initializing the module
    • at the end of your module (i.e. the moment the adventure is complete), a script should present the player with the main game menu
    • ready scripts in quests and dialogues.

     

    5. Journal entries – you also must think about journal entries concerning characters, places etc. (for that, you'll need scripts, entries in the journal.2da array and dialogue files with the contents of those entries).

    6. Others – if your adventure requires some other additional elements, they must be created at this stage. We will grade on the basis of your plot and dialogues comparing them to the scenario you described in your original proposal.

    Here are some useful links:
     
    http://djinni.wikia.com/wiki/Basics_of_scripting - a little about scripting
    http://djinni.wikia.com/wiki/Basic_scripts - some scripting tutorials
    http://djinni.wikia.com/wiki/Category:Introduction_to_scripting – much more about scripting
    http://djinni.wikia.com/wiki/Scripting_Practices - scripting practoces
    http://djinni.wikia.com/wiki/Dialogue_Scripts - dialog scripts
    http://djinni.wikia.com/wiki/Animations_in_Scripting - how to script animations
    http://djinni.wikia.com/wiki/Queue_in_Scripting - queue in scripting
    http://djinni.wikia.com/wiki/Activating_a_spawnset - how to activate a spawnset
    http://djinni.wikia.com/wiki/Create_quest - how to create a quest, short tutorial
    http://djinni.wikia.com/wiki/Category:Quests – everything you need to know about quests
    http://djinni.wikia.com/wiki/Category:Conversations – everything about dialogs
    http://djinni.wikia.com/wiki/Dialogue_with_Voice_files - how to add voice to your dialogs

    Good luck!

    Deadline for this stage is 4th of September.

     

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