Knights Templar NWN
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Knights Templar NWN

A forum for the Knights Templar mod for Neverwinter Nights
 
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Neverwinter   Neverwinter Icon_minitimeWed Jun 08 2011, 20:13

It looks like interest is heating up in Neverwinter. I'm hoping this game turns out to be like NWN1. There's talk of a content creator application called the Foundry.

http://www.playneverwinter.com/foundry

All Atari really needs to do is follow the NWN1 model for success. Give us content creators the capability to make standalone modules while selling official modules and game updates. I'd gladly pay for more creature models, textures, etc. I'm not a graphics guys. I can do scripting, but ask me to develop a 3d dragon model? I'm at a loss. Atari could even operate (and charge for) an official persistent world, an MMO, separate from the player developed ones.

As for Knights Templar, I'm going to keep the server up for the time being. I also plan to experiment with a new concept that will be somewhat tricky to implement. If it goes well, evil players will be able to play on the side of the monsters.
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Sarah the DM




Posts : 695
Join date : 2008-09-04

Neverwinter Empty
PostSubject: Re: Neverwinter   Neverwinter Icon_minitimeFri Jun 10 2011, 11:08

I'll try to set up a module to test the concept. If you're an evil character, you'll be placed on the monster's team. This means I'll have to create some support infrastructure for evil players, like evil merchants and such. The idea is you'll be able to talk to, hire, and join with the monsters that the Knight Templars are trying to defeat. Imagine a group of evil characters coming to the defense of the Vile King for example.
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