Choose Your Language

Tuesday, 16 December 2014

Rune Puzzles (Extra)

Regular readers of my blog will know that I like puzzles in my games, and will have already read about this rune puzzle. However, as it has been quite some time since I last posted about them, I thought I would make another post for the end of the year, as I begin to finish off this section of the module.

Scenario Specific

This area was always going to be one of the last parts I worked on for the module, as it involves quite a bit of custom code based around the theme of using runes. Note, some rune puzzles are not scenario specific and will appear throughout the campaign. However, this particular use of them is very much geared to this dungeon. Obviously, I won't go into detail, but it will be clear that the heroes will have to find runes throughout the dungeon to be able to continue their quest.

The hero finds a sturdy bag containing three runes!
Rune bag information displayed in the new inventory!
When the heroes discover an object where they can use the runes they have found, then an interface automatically updates according to the runes they have already acquired. Note, the runes they have found may be useable in different ways, and so tactical use of them with the different objects may be required.

Not enough runes carried to work with this object!
I have made a couple of updates since my last post about this rune puzzle. One particular difference is that, as in many other areas of in-game puzzles, I have added a button that gives the player access to more detailed instructions if need be.

Player has access to detailed instructions for puzzle.
Anyway, it's that time of year when I seem to slow down even more than usual (lack of sun probably), and so will be taking things a little easier for a few weeks (as if I did not take things easy enough already). However, as I have explained before, as a Christian, I do not celebrate the upcoming season festivals, which have their background in pagan rituals and are a man-made addition to what God has instructed us regarding worshipping Him, and so will, hopefully, not be restricted to updates on the module on account of this.

Therefore, unless I have a sudden burst of creative energy leading me to something to report, I will probably not blog again until the new year. I will of course, however, answer any posts that arise between now and then. In that time, and for now:

I wish you all a Happy New Year!

Monday, 8 December 2014

Althéa Manual Goes BETA!

Don't go getting too excited ... I did say the "MANUAL". However, this is a reasonably good sign that I am relatively confident that the campaign systems to be released with the first module are now in place and stable.


I decided to release the manual now (as a BETA for anyone interested) so that players can make comments about anything they read, be it questions on any systems, comments to make things clearer, or simply to be able to provide initial feedback on any presentation. Also, for those who have followed my blog, to let me know if they feel I should have covered anything else in the manual that they recall reading from the blog.

The Althéa Manual Goes BETA!
There may be some areas I still need to cover in the manual, but will leave that to any BETA testers of the module itself to comment on. After all, the testers will be in the best position to comment after having access to both.

As far as the module itself is concerned, I have just started my first play through to polish any of the first areas and general code at the start. All is going relatively smoothly at the moment, but I know there are some later areas that still need a degree of work to finish before a final test. However, if the first few areas go well, then I will most likely release this for BETA testing after updating the final areas that need doing without replaying the whole thing myself.

Things updated over the last few weeks:-

1) Added last of the area music.
2) Completed adding Load screens.
3) Removal of debug feedback that was not of the "toggle" type. (Also removed all test objects.)
4) Fixed AMMO quantities in stores. (Amount increased to 50 at a time to allow better economy.)
5) Added some LORE entries.
6) Improved some early conversations to flow more smoothly. (As I have improved.)

Some things that still need doing:-

1) About 3 areas, with related content and code.
2) Finish updating the Bestiary for this module.
3) Finish adding any LORE that may be required.
4) A few related journal entries still need finishing.
5) More combat balancing.

MODULE ETA: 2015 :)