Updates

Posted by on October 22, 2010

An update: much of the real estate of this blog has been assigned, i.e. a number of articles now occupy the stubbed pages, particularly the Historical Backdrop, which is not exactly light reading, but served as a solid pedestal of research in compiling some of the causes and effects within the Neverdarklands module.

One of the territories that the player will travel through is near completion. It has been used as a testing ground for some of the scripts, to include dialog (“conversation”) and inventory control. In addition, module properties such as bloom, lighting, texturing, NPC placement and audio are set in place. This will probably serve as the starting point for the player adventuring through Neverdarklands.

And a refresher on object oriented code was in order! Still getting a grip on some of the rudimentary scripting assignments for general gameplay. Also for this blog… why should posts be sorted in descending order by default anyway?

Last modified on November 8, 2010

Categories: Announcements, Updates
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4 Responses to “Updates”

  1. admin Says:

    While waiting for a processor upgrade, the terrain for the startup region has finally been fleshed out. Some dialog has been introduced and journal entries for two encounters are working. Some automation has to be tweaked, i.e. having a member join the party, transition points etc… but in the meantime, one is free to roam across the landscape. Soon that individual will be able to enter a few buildings, once the interior designs are finished.

  2. admin Says:

    Added some more NPCs to the starting region, and freed them up to move about the area, giving the land a much needed level of dynamicism. Finished producing period piece music for the campaign, and successfully embedded a number of these recordings into the Neverdarklands game, which means less stock music for entering different regions. Still need to write the opening for the title sequence and some tasteful battle music.

  3. admin Says:

    Finished the transition sequence to the local tavern. Figured it would be the first place a player would want to visit upon starting the game (I know it would be for me…) Completed the pub interior, but will continue to add refinements, i.e. furniture, ambience and more NPCs, to make the area seem a little less “hollow”.

    Once the interior designs for the apothecary tower, the church and the library are complete, we will begin the transition to a brand new area, i.e. the city of Mainz which I will be borrowing heavily from one of the prefabs found at the Vault for NWN.

    Touched up some of the conversations as well, and am wrestling with the artistic license a bit. Whether to keep with the late middle English medieval vernacular (“Wherefor art thou, and why doth one carryeth yonder blood stained butcher knife with ye?”) or bringing it closer to early modern English. The setting is after all late 16th century, well past the Old High German speak of the period. But there is evidence of late middle English as far as the mid-1500s; however, the setting is also Germanic so there are complexities to consider using both.

    The reality of it is, this is an RPG after all, and to win a following the language throughout gameplay must be engaging. This means using English as opposed to German regarding all bits of dialogue as 1) there are more English speaking players in the gaming community and 2) my German is a bit embarrassing without a lot of subtext and outside aid. It is likely that outside of the occasional “ye” and “thou” bits, the conversations will take on “collegiate level” modern English, with notable exceptions.

  4. admin Says:

    Added some new transition areas, and some impressive prefabs for two towns. Will have screenshots for these shortly, but in the meantime have a look at some of the new areas in the startzone:

    Screenshots

    these include the apothecary tower, a chapter house and the local tavern, also the first appearance of an important party building element, with dialog.

    Decided to incorporate a “book reader” into the module, since the literary element for the setting has such a high precedent.