Aurora in C Major
RPGDot's third anniversary
It has been three years since RPGDot's first appearance on
the web. In order to celebrate this we asked our visitors
to write something for us. Something related to RPG's. Not
because it is time to do something back for us, but because
we want to put our visitors in the spotlight as they made
us into what we are now. If they didn't keep on visiting us
and encouraged us to keep on going, we might not have lasted
these 3 years. We can't ask all our visitors to write something
of course, so we asked a few out of the large number of visitors
we have. And if any of you feel left out, RPGDot has always
been open to reader submissions ;-)
This fourth day we have a story from
Northchild a frequent visitor on our forums, who gives us
his opinion on toolsets in general and specifically the Aurora
toolset.
Tools
"As a result of rapid growth in DV camcorder sales
together with increased interest in home video editing,
the US retail market for digital video editing solutions
grew 387 percent in 2000 over that of 1999."
- Film and Video Magazine, February 2001
One may not immediately associate the sales of DV camcorders
with a program that allows you to build and populate your
own game worlds. Yet, these programs and DV camcorders share
a similar purpose - they allow the lay person to share ideas
with millions of people quickly and with style.
Of course, experience with these programs, sometimes called
"construction sets" or "toolsets", never
hurts. Even Mr. Spielburg didn't just pick up a camera and
film E.T. on his first day.
Whether you're an armchair Dungeon Master or just a player
looking to extend the life on a purchase in what can be a
very expensive hobby, you're likely to encounter amateur creations,
or "mods", somewhere in your gaming lifetime. Jeff
Gerstmann of GameSpot recently wrote an article about wanting
to see more and better-quality toolsets on both console and
PC games. He states that, "The problem with what I'm
demanding is that a very small percentage of the game-playing
public--even smaller on console systems--is seriously equipped
and interested enough to get their hands dirty and actually
learn how to use some of these arcane tools. But you wouldn't
have to be a rocket scientist to benefit from the work of
people who do have the devotion and skills required to create
levels, models, and missions. As with any game out there currently
allowing user modification, it's just a download away."
How do toolsets relate to your experience of a game? If you're
just interested in playing games, you've probably already
purchased some of the summers biggest hits that have included
toolsets. Three of these include Warcraft 3, The Elder Scrolls:
Morrowind, and Neverwinter Nights. Links to web sites featuring
mods can be found here at RPGDot. Often, the companies that
develop or publish games will feature recommended mods from
users on their sites. When in doubt, use a search engine to
search for relevant sites. A search on Google this morning
turned up 20 pages of genuinely useful links to Morrowind
mod sites - some sites were quite well-developed and looked
like they were going to be around for a long time.
The next step
If you're interested in learning more about creating mods
with these toolsets, you may have a longer road ahead of you.
While it's true that some toolsets are easier-to-learn than
others, most will require time, patience, and quality teaching
resources. The four or five games that I've purchased this
year have included very little, (if any), in-box documentation
about how to make the most of their related toolsets. To be
fair, some elements of the toolsets require an intermediate
knowledge of computer programming. Asking the developers to
include a massive guide and several full-featured tutorials
may be unfair given that a well-supported C++ compiler with
a good book on programming can cost over $100 USD.
Sound intimidating? Never fear. Even without a degree in
software engineering, there's a lot that you can do with these
toolsets. There's also a surprising amount of mod-creation
support available for popular games. Bioware, the developer
of Neverwinter Nights, offers a free tutorial on getting started
with their Aurora toolset. Versus Books publishes a guide
that may be confusing at times, but can still help you to
get started with world-building. Forums are indispensable.
Aurora
I opened and started experimenting with Neverwinter's Aurora
toolset a couple of weeks ago. The toolset is easily accessible
from the Neverwinter launcher. By selecting "Create a
New Module", you'll have started a wizard that will allow
you to dive right into setting up an environment. After prompting
you to name your module, you're taken to the Area Wizard and
given a choice of the sort of environment that you want to
create. The choices include Castle Interior, Forest, and Crypt
locales, and will be instantly familiar to those who've played
the campaign included with Neverwinter nights.
From here, the player is given a few more words of advice
from the Module Creation Wizard before being left alone. Given
an hour of exploring the well-designed toolset interface,
a user who is familiar with Windows applications could design
an attractive environment populated with monsters, buildings,
trees, and other props.
Although Aurora does a decent job of easing the user into
module creation, some reading and extra time will be required
to make non-player characters that talk, offer quests, and
so forth. Virtually no documentation is provided in the Neverwinter
box, but the 35-page tutorial available from Bioware's web
site does a good job of introducing some of the intermediate
functions.
Scripting
If you have no experience with scripting, be prepared for
at least another one to two weeks of part-time study in order
to familiarize yourself with the syntax of C and how to apply
the hundreds of constants and functions found in Neverwinter
to the modules that you build with Aurora. As of mid-July,
Bioware hasn't offered complete scripting documentation, so
you will be relying on forums and user contributions. Invaluable
resources is the Neverwinter Lexicon, an online reference
for Neverwinter scripting. Fortunately, Bioware has made chapters
of the included campaign available to view, which equals a
head-start for enterprising builders. A common script might
look like:
void main()
{
if(GetIsPC(GetEnteringObject()))
{
SetPlotFlag(GetEnteringObject(),
TRUE);
}
}
This script would check to see if the object entering an area
was a PC. If it was, it would make the PC invulnerable by
setting something called a plot flag. Script wizards, with
settings similar to those in Microsoft's Visual Studio IDE,
are available to assist you in setting up some of the basics,
but the scripts may still need to be altered to achieve the
desired effects.
Finale
On a final note, I was amazed and pleased when I read a FAQ
at Bioware's web site starting that they were going to make
all the chapters editable in the toolset. This effectively
opens up everything that these programmers did for the campaign
included with Neverwinter Nights for inspection:
"Not only will you be able to see exactly how we made
them, you will also be able to make your own alterations
and even export different components for use in your own
modules. With Neverwinter Nights, we want to open up our
process and make it as transparent as possible to our end
users."
I'm not sure if this if this will be the start of a new chapter
in game development; one where the lines between the storytellers
and the listeners will become more blurred than they had been,
but it is clear that if players are patient and resourceful,
toolsets offer both a creative outlet and a wonderful alternative
to everyday gaming.
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