Posted Fri, May 03, 2013 by gunky
We're going to build the very simplest sort of adventure story you can create - travel to a place, talk to a guy, kill stuff, return for reward. There are thousands of variations upon this theme, but we're keeping it simple for the sake of tutorializing.
Now that you've made your quest-giver NPC, it's time to place him on the map and get your story written. Place the Old Man near the spawn point using the NPCs button, and turn him using the arrows around the outside of the item marker so he's facing the spawn point.
Now it's time to do some writing. Go to the Story tab, click the Dialogue icon in the panel on the right and drag it to the middle. There should now be a Dialogue objective underneath Map Transition - click on that to edit it. We're not going to do too much with this box, but there are some details we need to fill in.
Quest Text needs to be filled in first. This is what shows up on the players quest log, directing him to speak to your NPC. Personally, I would use "Travel to (your area) and speak to (your NPC)." Below that, you will see a field for NPC - click on that and select Old Man from the tree on the left of the map menu. You will have to click the little arrow to expand the tree, but Old Man should be the only thing on it.
Jump down to the Text box - this is where you write the first line of dialogue. We don't need anything fancy here - a simple "Hello" or "You there!" will do just fine for now.
Now we close that and move to the Dialog Tree tab. This is where we get fancy with our dialogues. We start off with that one NPC box, and we add responses. Let's add two - one friendly, one rude.
This sets up two "reactions" from the NPC. He will respond warmly to the friendly reply, and angrily to the rude one. At this stage, though, we want to just move the story along, so we're going to say that he will respond once to the tone, and then continue on with his story. For each of these prompts, we will use the same response, and then add the next prompt underneath the "warm" one. When that's in place, drag the arrow tip beneath the + underneath the rude response to connect with the continuation prompt - that means that either dialogue option proceeds to the same spot. It's kind of lazy writing, but that's fine for a tutorial.
Technically, you can branch this whole conversation out as much as you like to create a vast labyrinth of circular conversations. Ultimately, they need to lead to some variation of "Alright, I accept the quest," but the journey to that conclusion can be as roundabout as you like.
You should also add an option for the player to refuse the quest. Add a response and indicate that it is a quest refusal, and instead of linking it to another prompt, tick the tiny box that says "Fail Story Objective" below. This will end the dialogue, and the player will have to start over to pick it up again.
Now that we have a mission, we need to add the new objective to the story. Go back to the Story tab, click and drag the Kill Enemies icon and drop it under the dialogue. Again, you will need to edit the Quest Text so the player can plainly see what it is he needs to do, and then link the objective to an object on the map - in this case, the encounter group you placed earlier. You do this the same way you linked the dialogue to your Old Man NPC.
You can add more quest objectives, either daisy-chained in sequence or in parallel. Daisy-chained objectives require tasks to be completed in order - first do Objective A, then Objective B, then Objective C - but parallel objectives are completed at the same time - while working on Objective A, also do Objective X, then Objective Y, then Objective Z.
For example, in a dungeon-crawl adventure, you may want to have staggered "Kill Enemy" objectives on the one branch (first kill all the enemies in area A, then all the enemies in area B) and exploration objectives in the other branch (use the lever in room 1, inspect the rubble in room 2, reach the hidden cell in room 3, etc).
The next step is sort of optional. You can either end it there, or you can continue the quest by going back to the old man for a "good job" dialogue. Going back to the poor old man seems the more natural choice here, so add a new dialogue to the Story, link it to your NPC and write it out in the Dialog Trees tab.
For our quick little adventure mod, we do some simple play-testing:
Now you get to dive in and see what you made. This is a critically-important part of building an adventure, because if it doesn't work, no one will want to play it. It also has to be fun and engaging, which this tutorial adventure won't really be, but we're not out to build a published adventure here.
Anyhow, you will need to jump in and test it to make sure everything works. And to move stuff around when it doesn't. Hit the Maps tab, select your map and hit Play Map.
You will be given a level 1 character to test with, but you can upgrade it in the Foundry up to level 31. This character will be pretty basic - it comes with a set of mostly green gear. I was unable to upgrade my test character's skills, but your mileage may vary. It's not really important that he be kick-ass anyway - you can always just set him to "God Mode."
First things first: run through your quest and make sure it works like it's supposed to. Talk to your NPC and accomplish the goals he sets for you. Make sure the spawn point, your quest-giver and your objective are all in reachable places - some maps have strange terrain that can make accessibility problems for you.
Next, you're going to want to make sure that the objects you placed aren't floating or buried, and that they are facing the proper direction. Move your character next to them and hit CTRL + Tab to enter 3D editing mode. In this mode (Transform by default), when you mouse over a placed object, you will see a little white box that indicates its position relative to everything around it. Click on that box and you will see a little set of arrows that allow you to move it.
To move an object, you will need to click on one of the arrows and slide the object along that axis. This allows you to raise sunken items above the ground, pull them out of walls or trees, or sink them deeper into walls so only parts of them stick out.
If you want to change an object's facing, you need to switch from Transform to Rotate mode. Click the Rotate button in the little UI box in the lower right, and the sets of arrows around the little white boxes changes to intersecting compasses. These colored circles perform similarly to the little arrows, but control the rotation of the object instead of its relative position. Using this tool you can give rickety towers a dangerous lean, create sets of statues that face in different directions, or invert an object so it looks like it is hanging upside down from the ceiling.Once you are satisfied with the functionality and decorations, go back into the Foundry. Now it's time to pack everything up and get it ready for publishing.
You're now nearly ready to publish your work:
Everything works, everything is where it's supposed to be. You've done a final quality-control pass and fixed any weird defects you found during play-testing. Good. Time to connect everything up and get it ready for publishing.
The first thing you will need to do is connect your map to Neverwinter. Since we created an Outdoors map, we need to connect it to the Overland map so that players can travel to it from any city exit gate. Click on the Story tab, and then on the Map Transition box at the top of the story list. This brings up a Properties dialog - fill in the Quest Text with something appropriate ("Head to Area X and speak to Old Man") and tick the True box below that to use the Overworld Map.
Next, click on the vertical map button on the left side. This brings up a Properties dialog box - click on the Overland map in there and it brings up a large map window where you can place a marker, representing your map. You can place your marker wherever you want, but if you're attempting to match the lore you might want to do a bit of research first.
Once you have that done, save your work and play-test it again, but this time, start from the beginning. You want to make sure players are able to pick the quest up from the job board and then get there without breaking anything. Click on the "Play from beginning of story" button at the top right of the Story tab window, and you should find yourself in Protector's Enclave. Head to any city gate and you should be able to travel to your new area.
At this point, there should be no more yellow-triangle warnings anywhere in your Foundry. Save your work again, give it a final quality-control pass (especially pay attention to details like spelling, grammar, graphical glitches and the like) and make sure everything is up to code. When it is, you are ready to hit the Publish button.
You probably don't want to publish this tutorial adventure - you can, if you want to test it with your main character and make sure that everything works without God Mode, but chances are slim that anyone else will play it yet, or give it more than a 3-star rating. Even if it works perfectly and everything is meticulously ordered and perfectly meshed together, it's still not very exciting yet. It's up to you, now, to figure out how to make it exciting enough to publish, and worth playing. Chain more events, add more maps, create more story, make the dialog enticing.
If you have made something truly excellent, players will leave you Astral Diamond tips for your good work. That earlier comment about poor spelling costing you money wasn't just blowing smoke - clear communication can be the difference between a 4-star adventure and a 5-star one, and more stars = more tips.
Pro-tip: You might want to reposition the reward chest before you publish anything. Set it right next to the quest NPC, or hide it way out somewhere in the wilderness so that finding it is part of the quest.
And there you have it: a simple, bare-minimum adventure accessible to anyone. The guys making top-rated Foundry adventures all started out with simple stuff like this and worked their way up, so don't be afraid to experiment to learn new things.
Got any other Foundry tips you'd like to share? Let us know in our comments!