This isn't pretty area design:
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Here's two shots from Mystery at Willowbow. See how brave my friends are helping my figther when he gets attacked by two wraiths... Below is a action shot of our team teaching those top-modell looking monsters a lesson.
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On the module building front there is not so much new to tell. By an coincidence I found two mean bugs that took me about six hours to straighten out. I should write myself a reminder: "Next time I should make an spread sheet of all variables I use and why I use them!" I'm now into the phase were testing of all things that can go wrong in the game is tested. You know, all the ways the player can get him/herself killed, trapped or destroy important items (and repair them again). I've also started to implement all speaktriggers which will pop up the original room descriptions when the player first enters an important room or area and enables the map note. That's lots and lots of work :) And yes, the player can chose if he want to have those or not.
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Thanks for reading
/A
4 comments:
Awesome Toolset shot - are those stone archways in the cave area from RWS, or your own creation? The area looks nice and diverse! :)
Willowbow is a cool sounding name.
@Jclef,
the Archways are from BCK and the RWS caves.
@PJH,
yes it is a cool name direct translation to Swedish and back to English would give "longbow".
For tracking the variables i have been using a campaign script that is set set as a comment /*
I list the variables by module and area what they're attached to and why. I created this about halfway through to track what I was doing and prevent duplicates or other things that could cause a general mess.
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