Showing posts with label Screenshots. Show all posts
Showing posts with label Screenshots. Show all posts

Tuesday, June 30, 2009

Snippet: Allies and Enemies

Where we must be truly careful is when dealing with others who become involved in our struggles. Too often have we jumped to quick conclusions that those we face are our enemies, when they may instead be open to providing assistance. Even those races considered brainless and violent by nature can be reasoned with in the right circumstances. Not all beasts are evil, just as not all civilized races behave with courtesy.


But as nature herself demonstrates, that which can be an aid to us may also prove in an instant to become our adversary, and the serene can soon give way to torment. These things we must keep in check, and see where our allegiances should lie for each given conflict. Some may consider this to be a fickle approach, but if we ignore an imbalance of power, either good or evil, the results could be catastrophic indeed. We cannot stand by idly and let such things happen as could destroy the entire land and other treasures we have been given.


- Excerpt from "The Nature of Balance", by Storm Silverhand

Thursday, June 25, 2009

Snippet: Relentless

Yet another danger not be trifled with is the warriors of the Githyanki. Many have fallen to their ceaseless feuds, for when one makes an enemy of their race, it is not an enemy easily lost. Their battle with the Illithid shows no end in sight, and will likely continue for as long as both races exist.

Should their ire be raised to the point of battle, they will not stop until they or their quarry is defeated, for negotiation is not an option for those deemed a foe except in extreme circumstances. Be on your guard to not offend such creatures, for they will demand penance not only for any wrong committed, but revenge for any Githyanki killed as a result.

- Excerpt from 'Volo's Brief Guide to the Planes'

Sunday, June 14, 2009

Snippet: The Dark Awakening

"There are many cases where dreams are the cause of the problems for deviants. This frequently makes the inmate delusional, making them believe that they have special powers or other delusions of grandeur. The gnome Tiax suffers from one of the most acute cases of this ever recorded. He has been caught out of his cell several times, each time attempt some sort of bizarre and grandiose conjuration. Fortunately, whatever clerical skills he once possessed seem to have been lost, though retrieving him from the darker bowels of the asylum has resulted in several injuries to workers.


"The most dangerous case was a deviant whose dreams were so real that they were brought to life by some strange magic. When they would awake, their dreams would carry with them and become reality within the asylum itself. The results ranged from benign cases where the individual summoned food or gems from thin air, to the final, most deadly cases where several violent beasts were summoned into their chamber. The beasts killed the deviant, and wreaked havoc within the asylum before being killed. While the loss of such and interesting subject is regrettable, I am thankful that the deviant did not dream of something more dangerous. Such strange circumstances suggest that magic may be present even in things normally considered harmless."


- Records of Spellhold Asylum

Monday, June 8, 2009

News: Two things

Two quick announcements for today after the recent screenshots.

The first is that I received an email from an editor from German gaming magazines PC Games/PC Action a little while ago, about them wanting to write a short article on Fate of a City as part of their monthly articles about game mods! Needless to say, I was happy for them to do so. I believe it should be in this month's edition - if you're in Germany, and you've seen a copy, I'd love to hear about it.

The second is that I've just submitted a new prefab to the vault for approval. It's the area that I used to take the screenshots from the other day, though I've stripped the area down a little to remove anything that's specific to the campaign itself. So if you want to recreate an explosive scene like the one below... you'll need to add in your own action!

Saturday, June 6, 2009

News: Screenshots!

This post provides the first visual preview of my forthcoming project, as I managed to put together an area with a few hours of work today.


The project is currently untitled, though I do have a few potential names. I'll hold off on formally announcing its name until a decision has been made. Which brings me to the news that I've been fortunate enough to secure the talents of dunniteowl and Eguintir Eligard to help me with this project. I'm looking forward to working with them and getting an exciting adventure out to all the players!

Thursday, December 18, 2008

News: Release - Christmas Toy Workshop

Well, despite the toolset crash I mentioned previously, (thanks for that backup batch file, Amraphael!) and falling ill over the past couple of days, one of the things I've been working on is done and available from the vault right now.

Christmas Toy Workshop is a fun little game I developed over a few days, offering players with the ability to help produce toys for the festive season.

While working on the toy production floor, players must deliver colored toy components to the appropriate corner of the workshop and activate the production mechanism at the correct times. Of course, nothing is ever simple, and there are complications in the production: malfunctioning machines, dangerous heat ventilation and vermin invading the production floor!

I hope you'll take a look at this module and embrace the Christmas spirit!

Wednesday, November 12, 2008

Status: Reviewed and Refined

Well, after a bit less than a month, reviews for Fate of a City have been coming in with mixed opinions. In general it seems that gamers want more combat than is provided and that quests have made some players feel as though they are a Fedex Warrior at times. I've taken these comments on board for any future work that I do, though I don't foresee undertaking major modifications to Fate of a City in order to meet these requirements. There are several modders and players who have helpfully identified issues with the module, and I'd like to thank everyone who provided constructive feedback.

However, I have done a significant amount of reworking and refining of the module since its initial release, having made major changes to many areas, adding in a world map and also including a grabbag of new items. Hopefully version 1.08 should prove a completely stable and enjoyable experience for all players, but I'll still be open to tweaking the module further to provide additional support to players if they wish it.

Particularly pleasing was the review from Alazander in which he gave the module some considerable praise. The focus on choice and consequence a core aim of Fate of a City, as was providing a high level of polish to give a professional feel to the adventure.

His comments on area design being a little weaker than other aspects of the module caused me to re-examine that aspect of the module a little more closely, and as a result, I made some changes to several areas of the module.


The above is the source screenshot for the original loadscreen for the rich quarter for version 1.0. While I was happy with it at the time, it does appear somewhat bare and plain upon re-examination. The subtly of differences in texturing and colouring simply do not come out as strongly in game as they do when looking at the game from a static shot in the toolset. Increasing the contrast in textures and colouring, in combination with adding to the general "clutter" of the areas has provided a much improved look for the 1.08 release.



Finally, today I added a fairly comprehensive walkthrough for the module to the module's page on the vault. In closing, if you've already played the module, I hope you'll consider playing again, and if you haven't, then go and download it now! And I hope you vote for it!

Tuesday, October 14, 2008

Sneak Peek: Companion Preview 2

Previously I promised some screenshots of Veolus Wend, one of the two companions available in Fate of a City. During my current bugtesting, I thought I'd take a few screenshots and give you a taste of his appearance and personality.

If you read the description I previously gave of Veolus, you'll realise that Veolus is not one for kindness and benevolence.

However, while Veolus is ruthless, he is not entirely without emotion. There are people, places and ideals that he holds in high regard, and even his cold disposition can be softened at times.



You may get to know him much better very soon...

Monday, September 15, 2008

Status: Out for a while

As I write this, virtually all my belongings are in boxes in transit to the UK. This also means that I'm about to depart my home in Australia to follow them, and as such, I'll be without a computer for at least the next few weeks.

However, with trusty pen, pencil and paper, I'll still be trying to get some work done on Fate of a City, in the form of writing out the conversations, scripts and perhaps jotting down a few notes to be used in the final stages of development when I manage to acquire a new system after my move.

But right now, I'm going to give a little more information about the companion influence system I've implemented in Fate of a City. Influence will be handled primarily through conversations, though there will be a few instances where your actions will directly impact upon your relationship with your companion(s). Many of the quests within the game will include conversation options that will affect your influence, and in addition, there will be other situational dialogs that will occur for a companion to provide you with some information or their opinion, which will also include the ability to gain (or lose) influence with them.


In addition, typically, just because you say one wrong thing does not mean that you will necessarily fall out of favour with a companion... though if you continue to disregard their opinion, they may not be happy about it. Of course, having (or lacking) a certain level of influence with a companion will help (or hinder) your relationship with them, so you may not wish to annoy them too much.

However, the last couple of days of modding haven't been without their annoyances. The one that's annoyed me most recently is a weird issue that I can only call a lighting issue, yet the problem persisted even when I removed all the lights from the area. Rather than try and explain the problem, I'll demonstrate through a screenshot...


This weird black area is actually a closed door, yet for some reason, it does not display nicely at all. Even more frustrating is that as soon as the door is opened, the problem goes away, and even if the door is shut again, the area is not in shadow. In addition, if I use a "see-through" door - such as a gate or portcullis, then there is no issue either. It's as though the game thinks that the southern side of the doorway (this is a N/S oriented door) is "unexplored". After several hours of fruitlessly banging my head against the toolset (and repeatedly going in game to test) in the hope of fixing the problem, I was eventually forced to rework my interior design to avoid the problem. I'd curious as to whether anyone has encountered a similar issue, or has any clue as to the cause (or even better, a solution!).

Final note/question: Does anyone have any suggestions as to where I should/shouldn't buy a computer/computer parts in the UK once I arrive?

Wednesday, September 10, 2008

Status: It's My Birthday (and I'll Mod If I Want To)

In celebration, I decided to give myself a bit of a break from packing my belongings into boxes today, and treat myself to some time off to work on Fate of a City. Knowing I'll be on a hiatus for a few weeks is simultaneously motivating and demotivating, as I don't want to start anything and leave it half-finished, but at the same time, I want to get as much done as possible. That brings me to the recent work I've been doing, which has been a veritable medieval merchant wagon full of dialogue, and a healthly loot-bag full of scripted sequences and cutscenes.


I've added a few new screenshots to my gallery so you can see some of the work that's been done - I just wanted to pick the shots I was most happy with up there. In addition, I don't want to give too much away of the plot just yet, especially not when I'm coming so close to finishing. My estimates tell me that I've less than 10% of work remaining, so the final stage of bringing everything together into a complete package is rapidly approaching.I'm still steering clear of a release date for the moment, simply because I don't know how long it will take to be to return to modding after I leave.

Sunday, August 24, 2008

Sneak Peek: Load Screens

Recent times have seen me going back and tweaking some existing content as a result of my previous testing, as well as working on some new creatures, areas, items and visual effects. While a frustrating toolset bug has caused some annoyances, I've been able to work around it with a judicious bit of scripting.

I've also been working on the creation of load screens for various areas, both new and old, just to add an extra touch to the aesthetic appeal while players are waiting during transitions.


I've also been creating a swag of NPCs that will both fight with and against the player, and have taken a few screenshots of the kind of action that may eventuate during 'Fate of a City'. Both the load screens and battle shots (along with numerous other screenshots) can be found in this gallery.

Sunday, August 17, 2008

Design: A Prefab Sidetrack

Today is something a bit different, as I've taken a small amount of time off today and yesterday to produce a small prefab area. I've submitted it to the vault, and it can be downloaded here.


I've got a small gallery here of screenshots of the prefab, which is a 4x4 exterior called "Canyon Grove". I had the idea for it two days ago, and after sketching out a rough pencil drawing of its appearance decided that I would have to take a small break from 'Fate of a City' to produce it. (That said, I've still managed a couple of small encounters in-between small breaks on this prefab.)

I hope you like the look of it, and please, download it and take a look at it in full. I'd love to hear any comments or critique you might have about any aspect. I know that I've picked up quite a few tricks since producing my last prefab area, but I'm always open to suggestions on ways to improve.

Monday, August 11, 2008

Toolset Tidbit: Quality Assurance

I've been taking a little time out recently to do a little bit of QA testing and general tweaking of various issues. When I first started Fate of a City, my development was very much "test-as-you-go", in that I'd make changes, go in game, test them out, and then correct as necessary. Now, I've switched to a fairly solid workflow of writing out a quest or a sequence in its entirety before running a playtest, during which time I review the dialogs and scripts, then playtest numerous times trying different options and following different choices (of action and dialog). While I'm finding the latter more efficient at the current time, the former does have its uses depending on circumstances.

Testing-you-go is useful at a few times. For one, if you're doing a complicated script sequence, then it potentially can be better to break up your testing into parts and test each one individually. This is particularly good for multi-part scripts - as you can divide the script up for testing purposes, test each separate part for any bugs, and then once each component works correctly, combine the scripts together for a final test. Make sure you do that final test, as without that, you've got no guarantee you haven't got some weird dependency that can cause strange script behaviour. If you're a beginner scripter, I strongly recommend trying things repeatedly, as if you try and script everything at once and then go in for a final test, you can end up with some really strange behaviour that can be impossible to debug. I must admit, I was guilty over doing too much without scripting before testing when I first started, as coming from a programming background, I was comfortable with my logic - but that doesn't necessarily translate to the nuances of NWN scripting.

Once you're more comfortable with the toolset and scripting and you've got a comfortable workflow, you'll find that you can create rather complex sequences without getting in there and testing first, which can potentially can save you time. But again, if you're finding that something doesn't work, don't be afraid to break it down into something more simple to debug it - or alternatively ask one of the helpful people on the forums or #nwn2-cr for advice on how to fix the problem!

I will share one useful tidbit I've got into the habit of doing for making sure that conversations work properly. Firstly, in most conversations, make sure you have a specific blue node (ie PC line) with the line [End Dialog] to end conversations. The first benefit to this is that it avoids the "[Continue]" text in dialogs that will actually result in the conversation stopping. Small details like this bug me as a player, and while you might call me pedantic, there is a very good reason as a builder that I like doing this, if you'll bear with me. Most "[End Dialog]" nodes will not contain any scripted actions, and indeed I try and avoid them wherever possible - sticking actions on the previous speaker node if I can. In addition, whenever I have a node that ends the conversation, I try and link to a single "[End Dialog]" node within the conversation. All this applies to NWN1 style conversations - for NWN2 style cutscene dialogs simply have two empty nodes to mark the end of a conversation - one blue and one red. A thought I've just had now is that if you really want, you could put "{End Dialog}" as the text of the red node to indicate to you the purpose without displaying anything to the player.

Now I understand you might be asking "Why?". The answer is simple. When you've finished writing your conversation, widen your dialog window so that the "Text" column of the dialog window ends the screen. Now, if everything isn't already expanded, then hit "Expand all" button. At this point, scroll down through your dialog and look for any node that doesn't have a grey line underneath it. Any such line is a potential problem - as it indicates a conversation end. Virtually every line should have a grey line underneath it, either linking to another conversation node, or the "[End Dialog]" node that you created earlier. Obviously there will be some exceptions, for example, if the player ends the dialog e.g. a blue node labelled "Goodbye.", or perhaps a dialog node that results in some other unusual action occuring - e.g. an area transition, the NPC attacking, some type of scripting sequence, etc, etc.

This technique makes debugging conversations far quicker at a cursory level, and avoids any missing links in complex, branching conversations that can easily get out of hand for builders. While it won't solve all your problems, it's definitely something I've found useful.

That aside, I've been working on quality assurance in the graphical/aesthetic department as well, tweaking lighting, texturing, sounds and general decor just to make sure that the atmosphere and visual appearance is achieving the effects that I was originally trying for i.e. - what I have written down in my design document! To that end, I've created another swag of screenshots for people's perusal just to give a big more of an indication of the minor tweaks that I've been working on.


Some of the differences might be minor, and of course, the sound modifications can't be conveyed via screenshots, but rest assured that the variable rain is accompanied by appropriate sounds. Now, if only there was some way to modify exterior lighting via scripting...


Of course, no testing is without annoyances... One such annoyance is using the MotB rest system - in that I've copied the scripts over from MotB for the major module events, yet when I rest in my module, I still get two messages sent to the player indicating the rest has been started and canceled when the rest window pops up. If anyone has experienced the same behaviour (or even if they haven't!), then I'd love to hear from you. I really would, and doubly so if you have an idea of what's going on! :-)

Monday, August 4, 2008

Sneak Peek: Companion Preview

I know I made a post just yesterday, but I thought I'd make another post to cover one of the companions in 'Fate of a City', as well as to provide some rough information about interacting with the companions. This is because recently, I've been doing a lot of work on the various aspects of dialog for one of the companions, whose name is Kyandra.

-----
Kyandra Daarzir

Kyandra is a brave and fearsome warrior who learned her trade while traveling in merchant wagons around Sembia, Cormyr and beyond. Though circumstances have currently brought her to Darthall, she is not overly fond of the city, and would prefer to not be confined by its walls.


Kyandra has a good heart, and is a stalwart companion to those she trusts, but she is not regarded fondly by many in the town. Kyandra's prowess in battle is great, and when she chooses to wield an axe against a foe they have a right to fear her.

-----

Now, I also said above that I'd cover interacting with companions in 'Fate of a City'. For starters, the companions are very pro-active within the party. They will have something to say in many conversations, whether giving their opinion on the actions the player or others, or to mention something relevant that they know. In addition, at certain times and places, both companions will initiate conversations about various events, locations or people, not to mention that they may be interested in finding out about you.

How you react in these situations will have an effect on the character's opinion of you, and you may well find that they react differently to you depending on how you've treated them or other people in the past. If you keep pushing their patience too far, you might find that their opinion of you drops considerably. That might be something to keep in mind before you choose to repeatedly malign their opinions or ignore their requests. But, you may also find that you can develop a closer relationship with them if you so desire.

Of course, you can also choose to initiate dialog with them to ask them a few different things, and again, they will react different based upon various circumstances, including how much the companion likes the player and also any quests the player might currently have.

And finally, if you decide you don't like the companions, you can always tell them that you don't want their help or company. Though even the most stalwart adventurer may want a friend to help them when danger could be lurking around any corner in the city...

(PS If you read my status update yesterday, it may have changed a little depending on how early you saw it.)

Saturday, July 26, 2008

Status: Word spaceflight

The Federation Aeronautique Internationale defines 100,000 metres as the altitude at which spaceflight begins. If each word in my module is worth one metre, I am officially in space. Yes, what I am saying is that I recently hit 100,000 words total in my module (and that doesn't include my design document!), which I'm somewhat pleased about. While it may be an arbitrary number, and quality is more important than quality, it's nice to reach a milestone like that which gives a large round figure to point at.

In celebration, I've decided to post 10 more screenshots for your perusal to give an indication of some of the things I've been working on lately. While I can't go into much detail about the locations depicted here, the mood for these is definitely a lot darker and more foreboding than some of the previous areas I've shown. For all adventures come with danger and grave adversity, and your experiences in Darthall will be no different.

Thursday, July 17, 2008

Status: Close Encounters Of The Toolset Kind

Today I'd like to espouse the magical powers of backups. If you don't backup. Start. Right now. Keep several copies of your mod in various places on your hard drive and make sure you have a stable version somewhere at all times. I had two areas go corrupt on me at the same time, for no apparent reason that I could determine.

The result was very strange, as the module would load up perfectly in the toolset, and exhibit zero problems while working on it. But as soon as I attempted to enter one of these areas, the game would crash. What's more, it would cause every subsequent attempt to run to the mod to crash as well. Attempting to remain calm, I mustered what sanity I had left, copied data from a previous backup into a new directory, copied the clean updated files from my working copy to that new directory, and then proceeded to test. A couple of hours later, I was happy that everything was back to normal and I indeed had not lost the entirety of Fate of a City.

That scary encounter aside, things have been quite busy, but I've managed to work a bit more, having finished and carried out playtesting on what is probably the game's largest side quest, clocking in at over 7500 words and 19 possible journal entries, including a few alternate solutions. I performed virtually all the development before testing, and was encouraged to find that it only took a few hours of playtesting to iron out all the bugs. (Or at least all the ones I could find!) I've also worked on and finished another area and a couple of cutscene sequences, which have turned out quite well.

It also appears that custom music is a popular choice according to my poll, so despite the two people who think my music sucks (and I'll love to hear alternate musical suggestions or what you don't like about the tracks), I'll be implementing a number of custom music tracks within Fate of a City. Currently, the music consists of six tracks for a total of 14 minutes music, and hopefully I'll be able to add to that before release.

So, having taken the plunge to include a hakpak, I thought I may as well go the extra mile again, and include custom load screens to add another extra touch. After a lengthy period of producing different load screens with little success (see the unsuccessful and successful ones here), Elharc (from the #NWN2CR irc channel) finally provided me with that nice grey stone border that you can see underneath the rather lacklustre spears in this picture. After giving it a few adjustments, I managed to produce the final loading screen and the border will be the template surrounding all the load screens within Fate of a City. The picture below is for the Rich Quarter of Darthall.

Thursday, July 10, 2008

Toolset Tidbit: PC-Less Screenshots

It's time for few more screenshots today, most of which are showing off a new area I finished this evening. While many of the areas haven't been the most well-to-do of locations thus far, the house interior that features in four of these screenshots is most definitely home to some wealthy people.

You'll also note that in a couple of screenshots, I have no player visible, as in this screenshot below!

I am sure some of you may have known how to do this already, but I only discovered how to do it today. Even better is that it is really simple! All you need is a single line script to accomplish it:
SetCreatureAppearanceType(GetFirstPC(), APPEARANCE_TYPE_INVISIBLE_HUMAN_MALE);
You can also make it so you can toggle the invisible state on and off, but this plays havoc with the PC's movement rate for some reason, so I'd advise against it.

I named my script a very descriptive "z_hide". All I need to do to use it, is to go into the game, bring up the console with the ~ key, type in "debugmode 1" (without quotes) to enable debugmode (amazing, huh?). This lets you run scripts by using "rs ". So simply typing "rs z_hide" will allow me to make the PC invisible and take screenshots freely!

I imagine this would work beautifully for taking screenshots for custom load screens...

Also if you haven't already done so - check out the trailer in my previous post, and vote in my poll!

Friday, June 13, 2008

Status Update 13-Jun: More Screenshots

The next couple of weeks will see me with little time to work on 'Fate of a City', so I've decided to post a quick update on my recent progress. This update includes another bunch of screenshots, which can all be found here.

As for recent progress, I've developed quite a few areas (some of which are visible in the posted screenshots), and a substantial amount of dialog. I've also been taking the time to add some extra polish to previously done work (see my previous post :-) )

Throughout all of this, I've made certain that there are plentiful opportunities to use the various skills available, and you can be assured that conversation skills will come in handy. I've also tweaked the city itself, so that it is a vibrant and dynamic environment. The townsfolk wander about, entering and leaving areas in a way that feels realistic, and the weather ranges from fine to raining with moderate force.

The mod currently sits at 65000 words and 40 areas, and is approximately 50% complete. A recent playtest I did took about an hour and a half, and I covered less than half of the current content I have implemented. As such, I've readjusted my stats on the sidebar of my blog to indicate that the size of the module will probably be about 4-8 hours long, and will enable the PC to reach up to level 7. A low level adventure doesn't have to be about killing rats and beetles, and you'll be swept up into a dangerous plot of death and deceit as soon as you start.

Monday, June 9, 2008

Design: Plan and Prepare to Re-Imagine

One vital tool that any builder has in their arsenal is a good design document. I could go into a large amount of detail on how I've gone about making my design documents for 'Fate Of A City', but that would be an entire post, if not more. (If people are interested, let me know, and I'll cover it in future!) Instead, I'd like to focus on a little thing I've been covering lately, which is 're-imagining'.

Every builder has gone through the process of making an area/character/conversation/cutscene in line with their idea/design document/auguries of fate/pick your inspiration of choice, and finished it with a sense of joy and achievement. Often, the builder is then likely to leave it alone and not touch it again until they are ready to bug test/release their module. Especially in a work/professional environment, this is necessary in order to meet deadlines. However, where possible, I would strongly encourage people to go back and look at previously completed work a month or two later, and re-imagine and refine that work (making sure to keep its scope the same).

There are numerous reasons why. From a bug testing point of view, you've got the exact nuances of the work out of your head, which will sometimes result in you doing things in a fashion you hadn't thought of during the creation process - and help you identify a bug or inconsistency. I've picked up a few such inconsistencies or conversation flow anomalies in a couple of side quests by going back and checking them over the past week.

The second major reason to revisit is to help improve overall coherence. Part of the work I've been doing lately has been improving my introductory sequence. I've seen many good books on game design or writing suggest that you do the introduction last! While this might seems strange, just for starters, it means that you don't spend all your time on this segment of the game and hence let the rest of the game suffer. It also means there is a clear idea of where the story is headed, hence giving you the best opportunity for throwing in bits of information or ties to the main sequence of the greater plot. Mask of the Betrayer and Mass Effect do this very well. In the introductory sequences of both, there are key points of the plot that you are exposed to (I won't go into details to avoid potential spoilers) that you don't realise are significant until quite a bit later.

Lastly, revisiting allows you to take advantage of any improvements in your knowledge or work processes that you hadn't come across when you were developing it the first time around. I know I've been finding quite a few things lately that have allowed me to improve little things in my module, whether it be changing the appearance of tiles (yes, I know that sounds hideously basic, but I'd manage to miss how to include variations!), scripted waypoints, playing with weather and sounds via scripts, or whatever new trick you've just discovered. Or you could have just got better at area design. For example, take my redesign of my fountain in the rich quarter, which went from its old, original, and somewhat stale design below...


To the new...


Ignoring the obvious considerations of camera position and lighting, the latter has significantly more aesthetic appeal. The first consisted of two placeables, some water, reeds and rocks (not visible in that screenshot), whereas the second includes terrain, placeables, water, grass, tinting, and visual effects. Yes, the second involves significantly more effort, but I didn't necessarily have the skill to do it the first time around. (Or at least, I wouldn't have been able to do it as well!)

So in closing, don't be afraid to revisit and re-imagine. You'll likely be pleased you did, and so will your players!

Sunday, May 18, 2008

Status Update 18-May: Screenshot Bonanza

Yes, I know, there aren't any screenshots visible in this post. But rather than posting the occasional screenshot here in the blog, I've been saving up some over a few days to post them in one big group. This way, I can include a link to a screenshot gallery so that people can view them all eighteen of them in one place. Also, if you've got an opinion on me posting one or two screenshots here occasionally or saving them up for a post like this, I'd like to hear it!

If you flick through those screenshots, you'll notice a new party member by the name Veolus Wend. Veolus is a rather poor tempered individual that very rarely receives a favourable reception from others, but he does not endear himself to others. Veolus is a hard man with very little time for others, for his prime concern is himself.

I also hope that the dialog screenshots give you a good indication of the quality of the dialog you can expect (and I hope you like what you see!). Not only are options and outcomes dependent on your abilities and skills, but expect to be able to choose from a variety of different answers. Your answers will have consequences, whether it is the immediate consequence of an alignment change, an NPC reacting less favourably, or even more far-reaching than that...

Also, I'm interested to know whether people are interested in having crafting implemented in the module. I'm still debating this decision myself, though I'm leaning towards trying to implement the OC/MotB system so as to provide players with a familiar experience and to limit the amount of additional effort required - adding in a whole new crafting system isn't exactly a small undertaking. So please, vote away on my latest poll and comment freely!

NB. Yes, I know I wrote "particular" instead of "particularly" in the middle poll option. I've made a mental note to pay more attention when I'm creating polls, as it's not possible to change them after the first vote! :-(