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Rangour

Last update: 04.17.2009

[Engine: Aurora, Neverwinter Nights I] [Team Size: 1 person]

Description | Custom Features | Downloads | Screenshots | Videos



Description:

Rangour Screen Shots

Rangour is a single-player module for Neverwinter Nights I. The player (and his entourage of 2 henchmen) must find and obtain the mysterious treasure of the Rangour Caverns! Additionally, two optional side quests are available.

This was a quick project (accomplished in 2.5 weeks) in which I learned a new editor and found an excuse to refresh my C++. This is the second RPG toolkit that I've worked in, the first being Bethesda's Oblivion.


Custom Features:
  • custom main quest and 2 side quests
  • customized characters, items, conversations, factions, and books
  • created 5 areas, including one exterior and four interior spaces
  • scripted 2 puzzles
  • scripted 1 cut scene and several events
  • scripted encounters

Downloads: Screenshots:
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Videos


This video clip shows the cutscene that is the climax of the module. Once the player finds the treasure, the treasure's owner reveals himself. The treasure was just part of a devious trap!

Just when things couldn't get worse, an unwelcome party arrives...





This clip features the main puzzle I scripted for Rangour. It's a simple quest that requires the player to have found the correct relic item in order to use the crystal. By activating each crystal, the player reduces the barrier that keeps him from reaching the Rangourium.

I decided to take a multi-pronged approach regarding communication in this puzzle. First, each crystal is color coded to thematically match the legend (e.g., Serrah is a forest nymph, her relic and crystal are both green). Additionally, the barrier has four light-shafts. Each shaft has a color that matches one of the crystal colors. As the player activates each crystal, the corresponding barrier disappears.

Secondly, I made sure that each crystal had a visual effect and a sound effect. These effects provide feedback to the player. If he correctly equips the relic and activates the crystal, then the effects happen. Otherwise, nothing will happen.

Lastly, the rune stones hint to the player that he needs to "bear" something in order to "wield" the crystal. Thus, if the player had not found the items then he may start to look for them. Or, if the player was not wearing the item, he might think to equip it.





Depicted in the video is a portion of one of the module's two optional side quests. The player must collect some goods from crates that were stolen by the goblins.

Although the quest is simple and straightforward, it involved some custom scripting to get the right results and effect.

For example, I was unable to find any existing scripts for handling collection quests with multiple items of the same type. Therefore, I scripted my own local counter that tells the quest giver and the journal whether or not the player is ready to receive the reward.

Also, I scripted the player's animation and the crate animation to occur when the player uses a crate.