View Full Version : World of Amar - a NWN2 persistent world seeking developers and players!


Danny Internets
Wed, 31st May '06, 7:05am
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World of Amar
http://amar.counterfeitculture.com
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World of Amar is a NWN2 persistent world set in the Forgotten Realms that seeks to further realize the vision of the creator's NWN1 PW entitled simply "The Underdark." That vision is, in part, to break away from the increasingly roleplaying-focused NWN community mindset and create an innovative module that provides plenty of rapid fire combat fun without degenerating into a monotonous XP grind.

While maintaining a healthy level of dragon slaying and zombie hunting, we believe that plot, dialogue, and a robust back-story are central to the success of any NWN PW. Players' progression in the World of Amar will thus be driven by quests, conversations with NPCs, and the occasional puzzle. Every area will have a purpose--there will be no filler material.

Our design philosophy centers around three principles:

(1) Neverwinter Nights is, above all, a multiplayer game

The designers subscribe to the idea that NWN is all about having a good time playing a game with like-minded gamers. To that end, the module is an exercise in creating a PW that closely resembles existing MMORPGs, striking a balance between pure action and social aspects. Emphasis is placed on group play; most areas will be too difficult to handle without the assistance of your peers. In order to compensate for the recognized difficulties of finding and forming a group, experience is never split amongst members--instead, everyone gets a full portion in addition to a small bonus corresponding to the size of your group. The idea is to eliminate all excuses (outside of personal preference) for rejecting the invitation to play with one's peers.

(2) Players have the right to decide how they will enjoy the game

We also strongly believe that people should be able to play this game (and any game) in whatever manner provides them the most enjoyment. Consequently, all alignments and playing styles are welcome here as long as players respect others' rights to enjoy NWN2 to a reasonable degree. Via the same reasoning, role-playing is not mandatory. Our goal is to provide a top-quality server where anyone and everyone can join up and play with minimal restrictions and without a lengthy and elitist application process. This is a server for all players.

(3) It is vital for the player community to be actively involved in module development

A server is nothing without its players. We value and respect our player base and not only hope for but expect them to help effect change. That is not to say we require players to write code! All it means is that every player is not only given the chance to put forth suggestions that will be taken seriously, but that they may also contribute more directly by creating items, NPCs, writing plot, or even designing entire areas and quests. In our NWN1 PW, The Underdark, there existed literally hundreds of player-submitted items and dozens of player-designed areas. We hope to continue this practice with World of Amar.

We are currently looking for people to fill all roles of the development process including but not limited to the following:

• Scripters (programmers)
Proficieny in NWScript required
• Area designers
Familiarity with NWN Aurora toolset required
• Plot developers
• In-game dialogue writers
Must speak/write English and demonstrate grammatical fluency
• Item designers
• Guinea pigs
(For testing areas, scripts, quests, etc.)
• PLAYERS
• Dungeon Masters
• Heavy-duty server host

If you are interested in any of the above positions please contact me (Dan Matulich), the module creator:

Email: Dan@counterfeitculture.com
AIM: Danny Internets

Taza
Wed, 31st May '06, 12:55pm
The answer roughly: Boo, go away!

You're requiring Aurora Toolset knowledge for a NWN2 mod? The tileset system will be drastically different, and requires learning no matter what.

And planning PW's - even more so, recruiting people for PW's - before the game is even out is pointless. We don't even know if people can MAKE PW's with the NWN2 engine.

And your website seems to be limping too.

(Says the guy who's had a PW idea and a team of ~15 together for over ten months now... but I don't think the team will be too happy building that world for NWN2. Better wait for Dragon Age.)

Rotku
Fri, 2nd Jun '06, 6:56am
And planning PW's - even more so, recruiting people for PW's - before the game is even out is pointless. We don't even know if people can MAKE PW's with the NWN2 engine.How you reach that conclusion, I don't have a clue... PWs are certainly possible with the NWN2 engine, and planning certainly has a point. I know the world I'm involved in, we've been planning for 1/2 year already.

And there will be many similarities between the two toolsets, even if the main exterior tileset system will be different.

[Edit just to address the topic]
Not my peice of cake, sorry Danny. That entire RolePlay: Optional, Hack'n'Slash: Heavy bit does it in for me. Reverse it to Roleplay: Heavy, Hack'n'Slash: Optional and it might be a different matter ;)

Danny Internets
Sun, 4th Jun '06, 8:11am
Hey Taza, instead of being a douchebag, how about pointing your mouse away from the reply button next time? cheers

Taza
Sun, 4th Jun '06, 4:29pm
Thanks for proving my point.

Random forums you've just registered on aren't really the best way of recruiting team members, especially when you obviously aren't too skilled in managing a team yet. You'll learn if your project doesn't crash before it has even begun.

Rotku
Tue, 6th Jun '06, 11:47am
Don't you love that attitude. "Oh, look! A new member! Let's see how we can make him feel unwelcomed." ;)

Best of luck with the project, Danny.

Beren
Thu, 8th Jun '06, 11:06am
@ Danny Internets and Taza

Uhhhh, it seems pretty obvious that you both don't see eye to eye, to put things mildly. It may be a good idea to discuss your differences in PM if this tone is going to continue.

auril
Tue, 13th Jun '06, 3:43am
oooooh! Rumble! C'mon, duke it out!


[And the point of posting this four days later after a mod warning was . . . . . .? - dmc]

[ June 13, 2006, 15:51: Message edited by: dmc ]

Danny Internets
Fri, 18th Aug '06, 11:39pm
"Thanks for proving my point.

Random forums you've just registered on aren't really the best way of recruiting team members, especially when you obviously aren't too skilled in managing a team yet. You'll learn if your project doesn't crash before it has even begun."

Calling you out on being extremely rude without provocation proves your point about planning a PW out in advance being pointless? Maybe logic works differently there in Finland.

In any event, we've gained 4 members from these forums alone, so I guess it's a good thing I posted here, huh?

PS Thank you for the support, Rotku.

[ Hello? Two moderator warnings in succession aren't good enough for you? Watch your step. ] - Beren

Chill out, admin. I understand you need to throw your clout around to feel important and whatnot, but nobody likes a gestapo. Pointing out logical inconsistencies in another's argument is valid and constructive criticism which is explicitly allowed in your forums rules.

[ August 19, 2006, 18:31: Message edited by: Danny Internets ]

Beren
Sun, 20th Aug '06, 12:54am
Constructive criticism is one thing. Still stoking the fire with Taza that we've been trying to put out is something else, especially when its coupled with an implicit generalization about Finnish people.

I don't suppose you've read our rules yet have you?

http://www.sorcerers.net/ubb/rules.htm

Note particularly rules #11, #17 and especially #21.