I decided to go through the script list for each location and count how many scripts need finishing, the number is not small. This is an approximation, in the end it might be slightly larger or smaller. Places like Las Vegas have many interactive NCPs and quests, therefore many scripts.
I decided to go through the script list for each location and count how many scripts need finishing, the number is not small. This is an approximation, in the end it might be slightly larger or smaller. Places like Las Vegas have many interactive NCPs and quests, therefore many scripts.
If he had written it in English, I would not have understood what he specifically wanted to say to me, and I would have had to ask him again in Russian anyway)))
I just had a message from out beloved scripter Ardent, he's still working on the game - slowly but surely chipping away at the task. He informed me that the game has approximately 1000 scripts, and 600 have been completed so far. He's been working from home since March and has been avoiding spending too much time in front of a computer - which is understandable. He is open for people with scripting knowledge to assist with the game, but he won't be able to babysit people, and he would like to avoid feature/content creep.
I sent him a message to find out what is the best way to approach this - those who want to assist will need to be members at the Mutants Rising site and have access to the inner forums that contain all of the working documents regarding the game. There is extensive information for every location in the game so people wanting to assist would just need to go the section they're scripting read up and get familiar with that location. Every character in the game had some sort of write up regarding their quests and story, which makes it much easier for scripters to plan their approach to scripting the event.
Below is an example - Please don't check if you want a spoiler free game - but for interested parties, this is how we design our quests, and we allow flexibility in how they are scripted, as long as they actually work in game. The story and quests, as with the dialogue of the game have been more or less completed - small adjustments are always made to fix issues, so scripters wont need to worry about those factors.
Free the dog the ghouls are holding prisoner.
Description: There’s a dog chained to a post behind Terrence’s bar. The ghouls are only keeping it to torment the poor beast and to have fun throwing rocks at it. The player may learn about the situation by examining the dog him/herself, or by talking to people in town. For instance, one of the kids in town (Sarah) is very attached to the dog and wants it back (she will ask Dude to free the pooch and bring it to her). The dog is also mentioned by Vines, a regular at the Watering Trough, who in turn is one of the initiators of the cruel fun.
Dude can free the dog by picking the padlock on dog's chain, by destroying it (the padlock) with a heavy tool (sledgehammer, pickaxe etc. - this requires some strength), or by shooting the padlock with any gun. Dude can also buy the dog from Vines for 100 caps. When the dog is freed, Dude will have to feed it some meat (iguana or jerky) to make it follow him/her.
Afterwards, Dude may either keep the dog as companion, or return to Sarah, who will be very grateful. She will however return the dog to the player, seeing as it has already grown attached to the player character. Returning the dog brings some additional positive karma and town rep, as well as minor XP.
Initiator: Sarah Scope: Small Importance: Minor Rewards: Follower, 100-200 XP
Global_vars:
GVAR_DG_DOG_QUEST (old)
= 0 // Unaware
= 1 // Told about by Sarah or drunkard
= 2 // Freed the dog
= 3 // Returned to Sarah
GVAR_DG_DOG_QUEST (new)
= 0 // Unaware
= 1 // Has examined the dog, or has talked about it with Sarah or Vines.
= 2 // Dude freed the dog
= 3 // Dude bought the dog from Vines
= 4 // Dude returned the dog to Sarah
= 5 // Quest completed and rewarded
Warrior: Break the chain with a sledgehammer or a pickaxe, or a crowbar. Alternatively, shoot the padlock with any handgun. Thief: Pick the lock. Diplomat: Buy the dog from Vines, saying your tribe is very fond of dogmeat.