Showing posts with label Update. Show all posts
Showing posts with label Update. Show all posts

Wednesday, 5 November 2008

Report from Denmark

Hi,
as I mentioned earlier I'm in on a conference Copenhagen, Denmark. It's pretty interesting stuff going on in our niche of the IT-business right now. Copenhagen is a nice city even this time of the year. The weather is taken directly from a Sherlock Holmes novel. Above you see the Castle Rosenborg.

I was smart enough to take my heavy but movable laptop with me so I can get my daily Toolset-rush. To forget syncing up it with the latest version of my module wasn't so smart though :) So I've been fiddling with some lesser important stuff that I know won't interfere with the later version. I have to remember to be careful when merging them. Last week I worked some more on my converastion based combat scripts. It works pretty well even if I don't have been able to chose camera mode from the scripts. I start to suspect that it can't be done. I have one possible workaround evolving in the back of my head but it has to wait until I return home.

Take care out there!

Friday, 5 September 2008

Halloween Community Project report

I don't really understand where the time goes. I go to work, I come home. Eat, watch the news, work on my part of the Halloween module. Then I sleep and goto work again. I don't want to tell you too much about it. No screen shoots and no details but so much can I tell:

My house is a small, two story one where Amraphael and his wife lives (yes my wife got to write a part as she's so kind helping me with the Zork-module testing and such). The conversations are pretty small too. About 2000 words. The player can chose between a few, hopefully entertaining, interactions with the NPCs. It's the classics that I'm found of; Stories, Riddles, and Dilemas. The player may receive some item(s) that will be usefull in more combat oriented environments. Putting it like that it sounds like it would take ten minutes to build :) Then it's the area design. I have put very much time into those few tiles and I now it feels like a place where I would like to live. There's a lot of things to do like verifying all the conversation threads with all conditionals checking if the player have done this or that. Much can go wrong when nesting links. Then all the animations are left to do. I feels pretty important to get them right as I use classic NWN dialogue mode (I don't really like the cinema ones as the reminds me of Knights of the Old Republic) where idle NPCs and PCs is okay when the camera looks another way.

What happens to Zork now? Not much before October 10, as my intention is to make the deadline. Then I'm off on a business trip to South Africa (probably) for about 10 days. This would mean that the release date will be pushed forward.

Have fun - I will!
/A

Monday, 11 August 2008

Lemon curd

Yes, it's like swimming in lemon curd - it takes me forward, but very slowly (and not as tasty). After my little side quest with the prefab area and the tutorial, I spent most of last night hunting down issues on my still growing list. Of the total 319 issues I've found since starting the tests long ago, there's only 51 left . It seems like a lot of them, but many is just like "ISSUE 316: MUS: Fix some scary music in the start area, when you enter the garden" or "ISSUE 090: VFX: Bird VFX at Forest Path is so ugly. Fix it!" and I have only a few ones that worries me.

The next mission will be to replace all animations in my conversations to be triggered by action-scripts. It was stupid of me not to do it in the first place as it's much more easy to replace for example the manipulate low animations timing by changing one script than going through all the conversation lines it may have been used in. After that I'm back to optimizing the forest areas which still are too performance heavy by night. I also might split my Maze, Coal Mine and Round Room areas. They are also pretty heavy. I just can't decicde. Is it better with fewer larger areas that are slow to load or a couple more but faster loading.

I also made a couple of needed placeable models. Nothing to complicated. A machine for the Machine Room, a placeable wooden crawlway to place on the floow/ceiling where a ladder goes up/down and some iron pipes for the Maintenance Room. I throw in a couple of in game screen shots for you to look at.

The summer in Sweden is going toward it's end. It's both nice and sad. I love the autumn escpecially when it's a dry and cold one. And I had my longest vacation since I was a little snotling. Next week it's back to work, and I'm not too excited about the idea :)

Thanks for reading
/A

In one corner there is a machine which is reminiscent of a clothes dryer.
Examine a coal gas pipe with while holding a candle. Intelligence -3

Strange view, but there is a hole in the ceiling.



Monday, 21 July 2008

Combat balancing

Due to the fact this module is a puzzle module there is very little monster slashing in it. There are a few encounters though and I wanted to make them as challenging as in the original game. Therefore I started to balance them for 1-4 players of any level. And here I am, one week later. Tired and angry and that's why there has been few updates this week. The original games combat was based on a combination of luck and game score and I thought it would be easy to implement. I was so wrong. The d20 system in NWN give so many combinations of AC, HP and AttackBonuses that making a module that will behave equal independent of how many players and their statistics that it's silly. I will have to rethink my scaling system or maybe force level 1 players of the fighter class. It doesnt really matter what class you have as in this puzzle game the character is only a pretty avatar.

Now I'll do something completly different - start to put the ceiling back in my to be home office. I want my room back now!!! *fetching the hammer and nails of nailing+2*

Here's one screen shot from our latest multiplayer test. I think it's pretty cool, even if the screen shot is low resolution.


Thanks for reading
/A

Thursday, 10 July 2008

Screen shots

Not much news today. I've been reading through the original InvisiClue-book (hint book) and the original ZIL-code to see if I missed something, except the things I've decided to exclude. It seems that I've got the most things right but one great miss.

Well, misunderstanding I would call it as I never reflected on in when playing the original text implementation. There was this reservoir area in the game and as it's underground you need a lamp to see anything. From the reservoir you could go to the top of the great dam and you didn't need the lamp anymore as the area was bright. I thought it was because the reservoir was inside the mountain and the dam itself on the outside. The the river leading away from the dam had to be outdoors. But no, the river is inside the mountain and why the sun shines in the dam are in the original game is beyond my understanding. Maybe it's lighten by some magical means or maybe the area is more like a control room for the dam than the dam itself.
Anyway, I don't going to ditch my nice dam and river area just because of this. I didn't recognize the problem 25 years ago and now this will be my artistic interpretation :) I solve the inconsistence in another way.

Now to the screens shots. I don't know if I posted any of them before.


Monday, 7 July 2008

Release date

No one has commented on that yet, maybe it's because the visitor rate on this blog has dropped like a iron golem on a unicycle. It's expected because it's been more that a year now since I announced this module, and I've been pretty silent on the NWN2Forums. I never planned that it would take so long time. My first secret release date was November 1 2007, then I made a half public announcement about this spring. Now my realistic idea of a date is November 1, 2008 and there's a pretty green/white count down box in the top of the right panel.

The module is about 90% finished now. It's still very many small things left to do and then it's the never ending play tests. The last one was very successful and was the 68th in the long row. Now I'm trying to fix-up some uglies, tuning the areas. It's going fine at the moment and I have finished my cursed rubber boat cutscene.

But still, it's summer. I want to enjoy those short moments of sun. In Sweden we use to say "The Swedish summer is the most beautiful day of the year." Work has been hellish and it's hard to flush it out of the head and turn into that creative mod building mood. Then I want to wait for NWN2 XP2 - Storm of Zehir to see what it brings (it may be out by then). I don't think I'll make it mandatory for playing but it may affect my custom content (as the 1.13 patch).



As always, thanks for reading
/A

Sunday, 22 June 2008

Long time no post

It would seem that I only sits home complaining about our shrinking privacy sphere here in Sweden. Nothing could be more wrong. Sure I've joined the underground freedom movement :) but most of the time I've been working on the module. My wife and I are play-testing as maniacs. And faster than she finds bugs I fix them. My issue report system crashed last week and it took a while to re-construct the database by playing and finding the problems a second time.
I think I've mentioned the problem with torches and other hand-held light sources that when they have been in a container don't have any light or visual effect anymore. This is a problem with the original game too. This is my conclusion on the topic.
  • PC's can only have one light source at the time. The different levels of dark vision is the base of this priority system.
  • Because of the only one light per PC, torches for example have their own light effect attached to them as an item appearance effect.
  • When using the CopyItem fuction this effect is not copied and the item don't have the light, flame or whatever effect is attached to it.
That sucks because there's a lot of copying in the game. So I have struggled with making my own copy item function that checks if the item is a light source before copying it. If it find a light source it does a CreateItemOnObject instead. Not to hard to make when I found out why those damn things went black. The hard thing was to find out all scripts where I needed to replace the function.

My Thursday night issue list was 244 entries long (strange how it keeps growing) but this morning it's down to 75. The great thing now is that the fun-to-have and it-would-be-nice entries are the most common ones.

You know I like bullet lists so heres some of the categorized issues:
  • 10 Area Issues, mainly black squares due to bad light placing and some walkmesh problems
  • 3 Creature related bugs
  • 8 Dialouge problems. Missing links and such
  • 2 Door bugs (I'm sure there must be more of them)
  • 3 Icons are missing
  • 10 Models has to be fixed in 3dsMax
  • 4 Bugged usable placeables
  • 3 Script bugs. Long live the module verify.
  • 6 Sound Issues. Most of them are wrong sound level and strange stereo image
  • 3 Visual Effects are messed up.
I have also started to flesh out some of the conversations. I'm playing Zork I in a DOS-box close to the toolset and are cursing the DOS cut and paste. I'll shout out for a proofreader soon so if you are interested, drop me a line and I might send you a couple of text files to read trough. The text are quite stiff and I sometimes want to make it more literary but I'm afraid it will be a too large step from the original.

As I have been bug chasing there's not any new screen shots so i throw in these in-toolset shot from one of the more hot underground areas.

No more time for writing. I'm a toolset slave, and my wife is reaching for the whip. Khatash!!!

/Amraphael

=======================================

It was great to see that several of my favorite module makers won the Golden Dragon Awards.
Here's the complete list:

Best PnP Conversion Module:
Tomoachan by Enoa4
Enoa4 has added a great deal of polish to the original PnP classic; with a strengthened backstory, excellent area design and smart use of custom content. Whether you have played the original or not, Tomoachan offers an excellent gameplay experience.

Best Roleplaying Module:
Dark Avenger by Wyrin
Dark Avenger takes the 2007 Golden Dragon award for Best Roleplay module, because roleplaying is really central to the concept behind this superb module. You play the story character, but you define your role, your character and your background, and this impacts the world around you.

Debut Author Award:
Zach Holbrook
Zach Holbrook (aka Maerduin) produced one of the defining modules of 2007 with Harp & Chrysanthemum. His attention to detail; from landscapes to music, character writing to story, makes him this year’s Debut Award winner.

Community Contribution Award:
Grinning Fool
From beta testing until today, Grinning Fool has continued to support the community and NWN2 tirelessly. He has worked as a Community Rep on the toolset, answering questions and gathering up bugs on behalf of the community and making sure they reach the ears and eyes of Obsidian Entertainment. He’s also enhanced and added to the toolset’s features through a number of very useful plugins.

Veteran Author Award:
Adam Miller
Adam Miller wins the Veteran Author Golden Dragon Award for his consistenly top quality modules, produced across both NWN and NWN2. With the Dark Waters campaign, he continues to innovate and stretch the engine to the very limits.

Best Multiplayer Module:
Tomb of Horrors revisited by BM Productions
Tomb of Horrors is a devilishly difficult module based on the old PnP classic that really comes into its own in multiplayer mode, where strong thinking and team play will see you succeed… or fall.

Best Action Module:
Moonshadows Chapter 1 by Alex Hugon
Hugie’s Moonshadows is a blend of high action and gorgeous landscapes, set in the Forgotten Realms. With excellent polish, and varying difficulty, it offers an exciting journey for all players.

Best Adventure Module:
Dark Waters Chapter 1 by Adam Miller
Dark Waters sets a compelling mood, tells an interesting story set in a world with a well-developed history, includes extremely well-developed companions with richly drawn personalities, and exhibits extraordinary attention to detail.

Most Re-playable Module:
Pool of Radiance Remastered by Markus ‘Wayne’ Schlegel
This remake of the SSI classic captures the Most Replayable Golden Dragon Award. A strong story is enhanced with a plethora of choice on gear, companions and class options, and topped off with a variety of combat situations.

Best Sound/Music:
New Music Tracks for Harp & Chrysanthemum by Zach Holbrook
This year’s Best Sound/Music Golden Dragon Award goes to the new music tracks produced for Harp & Chrysanthemum, by Zach Holbrook. They combine interesting use of voice and backing with an excellent fit to the module itself.

Best Tileset:
RWS Deep Halls by RWS
The Best Tileset Golden Dragon Award goes to Robinson Workshop’s Deep Halls tileset, a new and deeply atmospheric interior for Neverwinter Nights 2.

Best Custom Content:
Sorceress Ashura VFX Pack
This VFX pack includes an astonishing array of weird, practical and beautiful visual effects: from ship wakes to the sparkles on a pile of treasure. The sheer depth and wonder of this pack makes it this year’s Custom Content Golden Dragon award winner.

Monday, 9 June 2008

A thiefs life

No multiplayer test run yesterday, so nothing new on that topic. But to have something to write about I thought I could reveal a little about more about the Thief and the scripting behind him.

The Thief is a NPC with a little more complicated action pattern than your usual wandering commoner. Here's his daily routine:

  1. Check the Party's GameScore and subtract it from the maximum GameScore
  2. If the result is less than 10, it's a 10% chance that the Thief surprisingly appears just behind the back of a random PC
  3. If the result is bigger the 10 he shows up in one of 45 selected rooms. If there's a door nearby he comes out of it, if not he makes a dramatic appearance from some dark corner.
  4. When finally in place he decides to take some action. If he sees a PC he
    a) Rob him/her of one inventory item and rushes away to leave through the nearest door
    b) He picks up whatever item that lays around on the floor and leave the room
    c) He steals the PC's light source (he's a sneaky guy) and leaves the PC in the dark :)
    d) He just hangs around for a while waiting for the PC to interact with him or just leave him to himself
  5. If the Thief shows up at an empty location with no PC around he picks up whatever item that lays around on the floor and leave the room
  6. Then it just to start over hoping the PC has gained some more GamePoints so he can sneak up behind him/her more often.

Don't seem to hard does it? Well, at least for me it took a lot of complicated scripting to make sure that it will work in all the situations. Some of the recently solved problems:
  • The thief never jumps. He is spawned and destroyed for every move. To ensure he never gets stuck. This of course have some implications on handling the thief's death. How to handle the things he steal (so I don't destroy them) and not spawning more that one thief at a time.
  • I have a queue system to handle the synchronizations between the module HeartBeat and the thief's actions and a lot of functions like ThiefLeave(), ThiefRobPC(object oObject), ThiefSpawn(location lLocation) and ThiefRobRoom() the the queue system calls.
  • One of the most difficult things to fix was selecting a true random PC to sneak up on. I had to keep track on if the PC is in an area where the thief can go. Then see if the PC had a chance to sneak out from this area before the spawning of the Thief and activation of his actions could happen.
  • One function I thought was fun to implement was the different appearances the Thief can take. I have total 5 different looks and names of him that are used. I may come up with some more.
  • The Thief isn't hostile by default (hey, why should he? If you're not alive there's no-one to rob to get food for the day.) so the famous sword doesn't glow with it's faint bluish glow. So I had to make some adjustments to make the sword glow anyway.
Well, that's a small primer on the Thief. I hope it not destroys the game play for anyone.

[edit]
Here's a really nice and very rare poster for the Zork User Group by David Ardito . You can see the Thief in the right-down corner. Enjoy!


Have a nice day!

/Amraphael

Thursday, 5 June 2008

Map making

More bugfixing today and a completed (cross my fingers) Death & Re-spawn script. Yes you can die in this game :) But you have three chances or lives as they called them back in the great days. Quoting the original manual:

What happens when you die in ZORK I?
Then I returned to fix one of the maps that will help the players to find their way through the underground. Here's one map of the southern parts of the caves that is almost finished and inspired by the early-orginal maps.



Tuesday, 3 June 2008

42 down, 82 to go...

I have been hunting down some bugs this afternoon. I solved all of those found at our multiplayer session and a bunch the others. Many of them was area related such as faulty walkmeshes and missing doors. Then I focused on the script bugs because they were easiest at the moment. I've decided to leave all models, conversation TGAs and icons as is to the end of the project to stay focused on making everything work smooth. It couldn't keep me from making a new cave wall and ceiling texture of course :) I got bored on the earthy, clay-like texture and wanted mossy rock instead. I'm pretty satisfied with the look of it. See by yourself here in this before and after images:



Another screen shot from our multiplayer test. We are looking at a painting of the dire Christmas Monster...


Thanks for reading!

/Amraphael

Sunday, 1 June 2008

Multiplayer test

Todays MP test run, went much better the one last Sunday. We could play for 1 ½ hour before our light sources burned out and we were Grue-food. Obvious I need to put bigger batteries in the lantern. A few bugs that makes me concerned is one where dropping an item to the ground makes it disappear. I can't see what I could make wrong and it only happened once. Another is that effects that are removed from the PC shows up again after an area transition. Very strange. Lots of issues we found are related to broadcasting messages to party or not and some other smaller MP screw-ups. I've also messed too much with a couple of areas and lost some tiles and the door transitions. Easy fixed but irritating.


Only one screen shot this time. It shows a bit of in-game object interaction to compare with the text game (if you have played it). The original game would have looked something like:


This is an art gallery. Most of the paintings have been
stolen by vandals with exceptional taste. The vandals left
through either the north or west exits.

A painting by a neglected genius is here.

>Take the painting
Taken.


/A

Thursday, 29 May 2008

I forgot...

I don't know how it could happen. I completely forgot one area, actually two but that's another story. So when talking to one of my colleagues about Zork and old times he said: "When I played Zork I'd never understood what a barrow was. I was later when I read a book about the stone age I got it." - Barrow? I said. - What barrow? Now the barrow area is a very small one but important in it's own way, but it's no excuse to leave it out. :) So I took my bike and rode home for lunch and a quick modding. Here's the result. It's a bit dark, but that's how it is at night. If you click the image you'll see the details better.


"You are standing in front of a massive barrow of stone and dirt.
In the east face is a huge opening. You cannot see into the dark of the tomb."

/A

Wednesday, 28 May 2008

Pushing forward

As usual I abandoned my development plan. That's why I don't work as a software programmer (even if I'm a pathological wannabe) . The plan was to fix the music and load screens for all areas. Instead I fixed the take placeable scripts which was a large and boring work. I made a hand held lantern for use in the multiplayer version as you see in the picture. The idea is that there's only one battery powered lamp as in the original game, but when playing in MP mode there will be a few additional light sources with limited burn time scattered around so every PC gets his/her own light source. I did a run on the drowning script and now the water rises nicely and a killer-placeable damages the PC's in the area so that they will drown within 120 real time seconds (if they don't find a way to prevent it of course). In the screen shot you can also see the new control panel. Looks a bit strange in NWN2 but Zork isn't DnD, it's more like Dungeon and Techno.



The Grue script is also fixed. At least i presume so until Sundays playtest will prove otherwise.

This is the spawn rules for this creature of the dark:
  • PC is in an area specified as "dark"
  • PC doesn't carry any light source
  • PC isn't within 15 meters from another PC that carrying a light source
  • PC isn't withing 15 meters from a placed light that have a light sphere of +15 meters and +1 intensity
The HeartBeat script will push it hard but there's only one Grue at the time and the HB-script is quite smart. I'll make some performance tests later on to measure the difference between script on and off.

The weather outside my window is so nice It feels like the first summer day and I think I'll eat my lunch in an exterior area today.

/A

Monday, 26 May 2008

Multiplayer fiasco

Yesterday night my wife and I rigged a second PC in our very temporary home office to do a MP-test session. It ended after 25 minutes and those minutes were filled with failure :)
So we shut down the whole thing and watched Mythbusters (the airplane on a conveyor belt episode) and then a episode of Smash Lab.

This is some of the things that went wrong:
  • Somewhere along the bugfixing-road I've introduced a new, nice one making it impossible to pick up placeables in MP ( I use them to represent importent items in the game until OEI fixes this loot bag flaw). If I didn't see this bug happen by myself I would say it was impossible.
  • The game score message broadcast don't work in MP. Only the PC that solves the quest sees the game score pop-up. This seems like a little problem to solve and it is, but due to bad coding there's a lot of testing to do to see that it works for 19 separate quests. (I keep call them quests but it's really more points you get for laying parts of the puzzle).
  • When interacting with objects in the game I use three methods. A. conversations, B. Floating text over PC, C. Cast spell, Unique Power. In MP it shows that the other PC's in the party will feel a bit off because they don't know what's going on in the interaction with the object. I have to look at broadcasting all written responses to the party's info box. Like the score message broadcast it is a huge job to find all scripts that "talks" to a PC.
  • Originally there was only one light source because there was only one player. In MP there's too silly to use only on lantern per party. OK, it makes it harder to play and more realistic when everybody has to stay close to each other to avoid being eaten by the meanies in the dark, but it's also tricky to play. PC's stumble to each other etc. I need to rethink this and maybe give each PC a lamp. The limited burn time must be preserved, which means 4 lamps with 25% fuel instead of one with 100% (it will fail if all PC's uses them at the same time) or 4 lamps with a common time based fuel depot (it means that when one lamp has burned 100% of it's fuel all lamps will go out). None of those solutions are perfect so re-thinking there is.
I'll fix some the issues this week, and we do another run next Sunday. Hopefully a bit more successful.

Thank for reading
Amraphael

Friday, 23 May 2008

Short update

Debugging isn't one of the most inspiring things you can do on a Friday. But knowing that I've been putting 28 of them to rest eases the pain. Some of them were really hard to fix like the rising water and drowning script I've told you about a long time ago. Besides that I managed to test out some tricks the increase the performance in my forest areas and experiment with the Day/Night settings for them too. It's easy to fall in love with the bloom effect but I'll try to stay sane.

Tomorrow I'll get into putting in the music at the right places and shooting new high-resolution screen shots for the load screens.

Wednesday, 21 May 2008

Major break-trough!

The last area is done. The biggest design obstacle is behind me. I feel good today!

The small print:
There's a lot left to do. But from now on it's about look and feel. Well, the Grue AI is still screwed up in multiplayer and there are still performance problems with the forest areas when night falls and the shadows grow. There are hundreds of small ugly things to polish, many icons, maps and some custom models to fix. I also have to take another look at the river travel sequence, maybe try a cutscene solution again. But I'm over the hill!!!

/Amraphael

Monday, 19 May 2008

Can you walk on water vapor?

The game asked me "Can you walk on water vapor?" and I answered -"Yes, you can!"
It took me quite a while to figure out how to do it but here it is - The Walkable Rainbow - one of the most important objects in Zork. As usual there's some polishing left to do. For example a ugly spot at the base of the rainbow I left out in the screen shots and making the rainbow a bit fatter. But on the whole I'm quite satisfied with how it came out and you have to admit there's a great view over the White Cliffs from the top of a rainbow. One bottle of Newcastle Brown Ale for tonight!
"You are on a small, rocky beach on the continuation of the
Frigid River past the Falls. The beach is narrow due to the
presence of the White Cliffs."

"The river canyon opens here
and sunlight shines in from above. A rainbow crosses over
the falls to the east and a narrow path continues to the
southwest."

"The Frigid River flows under the rainbow."

Thanks for reading!

/Amraphaell

Friday, 16 May 2008

Walkmesh mess.

I'm back from our company development conference. Great fun for us in the management to hang out with the programmers. Hard scheme for the days, but lots of laughs and beer in the evenings. To night I managed to build some smaller parts of the last area and correct a few issues and bugs. Twenty one if I recall correct. One small catastrophe though. My coal mine area had a room with a strange walkmesh leading in a slope from the floor through the roof. I started to convert the placeables to environmental objects to simplify the walkmesh. No luck. Then I removed all objects in the room. No luck. So I removed all objects in the surrounding area. Total walkmesh messup. The whole area got corrupted and I used two hours to reconstruct it from scratch. I like it better this time :)

The re-constructed Shaft Room

Have a nice day everybody!
/Amraphael

Saturday, 10 May 2008

At snail's pace...

Not much news for you. Lots of things going on at work and the spring is here and the garden scream for attention. Two room in the house (including my home office) is in bits and pieces waiting for total reconstruction. I force myself to 1 1/2 hour module work every day. That work mostly is about fixing bugs and other issues. I have given up the beautiful idea of having a different load screen at every area transition do give the player a real Zorkish feeling when reading the room descriptions. Ok, I have given up - for now. There has to be a solution to it. No nice screen shots as I think more of them will show too much. Now I get out in the garden to put my sunflowers in the ground. Then back to the toolset. Have a nice day everybody!

Saturday, 3 May 2008

A Gruesome experience

Today I sneaked away from the refurbishing of our home office rooms and did some multi-player testing. I was curious about the Grue's AI. It worked fine the single player mode but when two players entered the same area strange things happened. One PC had a torch and the other had no light source. The Grue went totally demented and toggled between attacking the torch-less PC and fleeing from the other PC's flame. Then suddenly, it attacked them both, fled the room and returned. Sure, it's strange, but the very funniest thing was when the Grue started to attack placeable torches and wall lamps. If I only had a video capture software running :) I really laughed loud.

Okay, here's what should happen. When a PC walks into a dark area (there's lots of them in this game) without a light source with him/her the Grue shows up within a couple of rounds. If the PC equips the light source the Grue flees and vanish. It should be noted that no one ever have seen a Grue and survived to tell anybody about it. The Grue is also repelled by placeable light sources (with a certain tag) and this is what I thing messed up the play test. I'll tear the scripts apart because they seem very complicated to me and were written in a early stage of this mod. I don't believe I thought everything through then. So the next thing I'll do is try to fix this and then get back to correct a few issues from my list. I then have a quite funny thing to try to solve. I want a VFX of a singing bird, fly from the sky, land on the PC's head and lay an egg like item in the PC's hand. You think I can make it? We'll see...

Spring is here, summer is coming closer.

/A