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Tuesday, 7 May 2019

Episode 2: Getting It Right!

One of the benefits of working on a second module is the opportunity to do it again minus the parts that one did not like so much in the first. Now, let me say from the start that I am 100% happy with the first module and that I would recommend everybody who enjoys a classic PnP (pen and paper) style D&D adventure to download and play it. However, having played it a number of times myself, I can see where I could have improved it, and it is in these areas I hope to do better in the second module.

AREA DESIGNS

1) BROADER PATHS: To be frank, my own area designs are left wanting, in many ways ... and I know that even my newest ones for the next module will be no works of art. However, one aspect of the area design I will look at "improving" is simply to make (if possible) the walk-paths easier to navigate, especially when handling a larger party. For while I have found some of the areas in the first module are good to look at, they can also be let down by too "narrow" paths when trying to manoeuvre a party through them. For instance, it is easily possible to have over a dozen characters in a single party; and while I have made a means of escaping such tight spots available to the player, even this can need some extra persuasion at times.

2) SMALLER AREAS: I have noticed that when loading areas, a MP game can take some time if the area is of the larger size. For instance, when I first designed the Holy Mountains and Ancient Crypt areas (both 32x32 or thereabouts if I recall correctly), I had not tested their load times in a MP environment. Since my own MP testing, I have decided that I will break larger areas into smaller areas to enable faster load times for all play styles. I have not determined my exact limit yet, but I am considering around 24x24 maximum - all subject to testing.

CONVERSATIONS

1) CUTSCENES: Personally, I have come to the conclusion that the cutscene conversations certainly do well to immerse the player in the game, and therefore want to maximise my usage of them in the next module. I actually started making design changes to this end with the latest version of module 1, but going forward, I hope to keep as many cutscene types as possible. Obviously, those that serve an individual player will continue to be such, but I hope to do more cutscene for the players as a party as a whole.

2) COMPANION INTERJECTIONS: These came late in the design process for module one, and did not go without teething problems with the script involved .... which was quite complicated. However, now that the script that handles these is finalised, I hope to be able to use it more fruitfully in the later modules. The script that handles these interjections is designed to intelligently supply a response from the most appropriate companion, be they provided by the plot, or created by the player. That was part of the complexity.

SCRIPTING

1) EFFICIENCY: As part of the transition from finishing module 1 and starting module 2, I have been trying to rewrite and make my campaign scripts more efficient. Part of the problem I have, however, is that some of the earliest scripts I have go back over ten years! Thankfully, my knowledge of coding has improved in that time, but with the new knowledge comes recognition of where some weaknesses are in my older scripts. Many of these scripts have been "updated" and "improved" as the years have gone by, but I may have to "lock down" some older code and rewrite some parts to be more effective moving forward. The point is, I will be building the second module with greater understanding of the way things work ... and more importantly, do not work!

2) MINIMISE NEW SCRIPTS: The thing I enjoy most (when it comes to building with the toolset) is writing scripts. And while I am no expert (even now), I do enjoy seeing the results of a script come together in a game. That said, my aim is to NOT to introduce too many more scripts, simply because they can be time-consuming and one of the quickest means of introducing extra work (at best) or bugs (at worst). My aim now is to make use of the scripts and functions I have already tried and tested simply to produce more material. If I find myself needing to write another script, then I will keep it to a minimum if possible.

ITEMS

1) RECIPE INGREDIENTS: Having made a start in the provision of items required for crafting and enchanting, I want to be able to focus more on this area of items and make further provision of such to the player. Once again, having the core crafting code already in place, I hope it will now be a relatively easier process of determining how to distribute some of those items that are less random; such as creature items.

2) MANAGEMENT: Module one already includes a comprehensive item handling system, which has taken some time to stabilise, especially with respect to keeping stackable items and/or plot items in the right count. Therefore, I intend not to go beyond what is already working here. Any future items will, therefore, hopefully be designed to work around the current system already in place.

I hope that by the time I write the Episode 3 report, I will have uploaded the latest revision of Module One and all bug searching will have come to an end, allowing me to focus completely on the new build. We shall see ... Hopefully more on the module two specific latest next time!

The Opening Loadscreen For Module Two

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