Tuesday, August 26, 2008
Made a start on my entry for the BouncyRock Halloween Experience (see previous post) before I started taking the old PC apart - going to be one house with two themes 'Trick' and 'Treat'. I couldn't keep my love of the Army of Darkness under wraps, so the Treat section is a homage to that - the other slightly more serious in tone. Should be fun!
Thursday, August 21, 2008
Monday, August 11, 2008
The more astute among you will notice the area hasn't change dmuch from the post a few below. Mainly i've been toying with the lighting settings and finishing up texturing on the swamp. Lighting has such a dramatic change on an area (and can cover a multitude of texturing sins). In many ways, I think there should be a DayNightStage section on the vault for people to share their work and findings - areas are given a new lease of life by merely straying from the standard settings - but finding the right settings for lighting one stage of the cycle e.g. daylight is hard enough, let alone sunrise, moonrise etc... I enjoyed playing with them in DA2 for the abandoned gnomish village and the interior smuggler's cave to get the darker, bleaker feel - two areas that look and fell very different under normal lighting! I'd bet this goes for the Misery Stone guys too.
Anyway, the village is bordering a desolate swamp and beset by troubles, so I decided against the sunny disposition of the earlier shots and went for more doom and gloom. Which is a bit of depressing theme I seem to be in.... would be nice to write characters that aren;t quite so broken... But then I have always felt you have to be broken to be an adventurer - stomping into sentient creatures homes and slaughtering them...
So speaking of broken characters, the final companion Ruevena is now finalised - after working through many iterations using Elysius' Battle of the Builds, which handily lets you restart the levelling process if somethign goes awry, and gives you the epithet feats for all PrCs. Ruevena will be Ranger 1 / Sorceror 6 / Eldritch Knight 1 / Shadow Thief of Amn 1 - which trust me fits with her backstory quite well. I also like to give enough leeway in the companion's classes that the player can then adapt them to fit into their party in several ways by selecting their level up package. What I'd love to do is give her a themed spelcasting list as a sorceror, which is a fun way of adding personality to them, and explaining what fuels a sorceror's power, but i'll have to stick with defining her selection for now.
Vowing not to touch the toolset until I've done a bit more planning now - I have 4 areas i've been building, and not filled them with any activity yet, so need to get back to that
NOTE: Any players out in Australia... check out the latest copy of Hyper (issue 179) - I was contacted by a journalist who's written a piece on NWN2 modules for that issue, and asked for some DA screenies. Good to see the community being highlighted!
Tuesday, August 05, 2008
quite proud of how retro/tacky I got that to look!
Been meaning to share this on the vault for a while - the foraging system I use in Dark Avenger. It's not what you'd call an amazing feat of scripting, but there ground work is there with 29 different plants/molds/fungi placeables that can be gathered and harvested for their respective produce, and it's really simple to add more. Figure it'd be useful to someone, as an easy add-in or a starting point for their own system. Click on the image to head to the Vault.