If you decide to completely remove any areas. You should upload the prefabs to the vault. You are very talented at area creation - would be a shame to see them disappear forever.
I agree with Trinital it would be a shame to lose your prefabs Grog.
Thanks, guys, I definitely will!
I’ll be honest with you @Grog, this is the only module that has made me play Neverwinter Nights 2 (I’m stuck with 1, thanks). As such, I am eager to play the second chapter of Pilgrim. Keep up the good work!
Thanks, Emocion, that means a lot! (Although I think the module only gets around some of NWN2’s flaws by keeping combat to a minimum, to be honest…)
Also by limiting obnoxious amounts of cutscenes and by having proper grammar . Combat in D&D games is always much more ubiquitous compared to the pen-and-paper game itself anyway, I think Pilgrim has a nice balance. I liked the ‘optional’ hard encounters (like the dead elf king) and hope that you add more in the upcoming chapter.
Well, this is somewhere there’ll definitely be optional hard encounters…the Godsfall Rig.
The area is essentially the arcane equivalent of an abandoned oil rig, now occupied by a pirate flotilla - so it’s a great excuse to use some of the steampunkiest Rogue Dao resources, as gathered up by kamal.
Apocalyptic pirates great can’t wait. Really nice work. I hope to see it in your module.
That area looks amazing. Great Job!!
Thanks, guys!
This weekend, I’m channelling my inner Ravenloft with one of the chapter’s biggest sidequests; this is the Bone Garden.
Very atmospheric.
TR
Really good work Grog, nice and gloomy.
Yeah, gloomy is kind of my go-to! (It covers a great many design sins, and a few of the worst tendencies of the NWN2 art, as well…)
Grog keep the screenshots coming - you have a true skill in area design…
Thanks, Trin!
I will keep putting out screenshots, but actually, there are only a couple of big outdoor areas left to create for this chapter.
Then a lot of writing, item-creation, some preliminary balance…and hopefully not too late this summer, I’ll have something ready to put out.
Nothing massively new - just taking some new shots while building out combat encounters.
- The arena is built high above the ocean’s surface on a teetering rig - I think it’s doomed to be ‘cool concept, looks a bit weird and unnatural in NWN2’
- On that note, can anyone think of a good name for a tavern built in an old scrap-metal junker?
Wow! Loving what I’m seeing so far. Considering your module’s setting, I think your arena still fits in with the overall theme. As for the tavern name… = I’m not good with names… erm… Rusty Hull?
The screen shots are great. I guess you could call it the Junkyard Tavern or the Rusty Nail Tavern.
Thanks, BowShatter!
I think the issue with the arena is that NWN2 doesn’t necessarily give a good sense of height (or wind). So the PC is walking about on a flimsy chain-link floor high in the air, with massive iron balustrades beneath them…but it all just looks a bit messy and doesn’t feel precarious.
Clanking footsteps and some creaking sound effects might help!
Does it have a metal-type walkmesh underneath? That may help.