In the last week I have been getting back on track with writing the quests. I believe I now have many of the final quests that will be in the module in place, and am heading towards the finish line in that department. On top of that, Ryan of Eguintir's Ecologies has been hard at work putting the finishing touches to the final level that needs building for the module. Once I have that area fully integrated, I will be 90% complete, leaving me only the need to finish the quests and upload for Beta testers. However, I don't want that to sound like a release any moment, because there is still quite a few conversations left for me to do, as well as final balancing.
Following Their Marching Orders
In the meanwhile, my goblins are also back on track when it comes to following their waypoints. What it is about the original official waypoint system that makes them fall away from the planned path, I do not know. However, my own system works well, and is now finished, and works with scripted waypoints too. Here are my goblins showing me that they can obey orders:
|And Take On Intruders!|
I decided to put my looking at C# on hold. For while I believe creating a plugin may be useful for me being able to create content more efficiently in the future, I do not believe that I should spend time doing that just yet. It would only serve as a distraction to me, and so I will leave this for the time being, and maybe look at it again, or another utility that may be as useful, in the future.
The "level of reality to fun" poll finished a short while ago, and below are the results. I was interested to see the degree of those who shared my own desire to keep the feel of the campaign close to "real" as possible. In translation, I believe that to mean keeping logical flow relatively high, or at least as plausible as possible and to avoid "simple" quests, or those that feel orchestrated. That is a hard task to achieve without spoiling the fun factor, but is something I still hope to achieve.
|Erring Towards Realism Is The Preference|