As I could not update the title to reflect the latest instalment, I started a “Part Two” post, as a continuation from these posts …
And the latest instalment …
And the opening paragraph …
I had some slow down in the last fortnight due to poor health. However, I am starting to pick up a little again now, and have returned to the core conversations I was working on previously. I did also try fixing a duplicated message text from the official campaign code with respect to Sequencer items, but was unable to do so without potential consequences. More on that later. The screenshot this week is for the Overland Map load screen.
A well placed motif is always a reasonable way to mark ownership of an object on which the motif is found. Be it a simple wax printed insignia sealing a scroll, or a metal embossed plate attached to a crate, the symbol it illustrates is often associated with ownership of a person or organisation. The Empire has its image too: The Dragon! In the last few updates I have been working on for module two has included these and a few other visual illusions that I hope will add an extra dimension to the campaign.
So you’re aware, if you plan on having lots of empire marked crates, making a new crate placeable that’s an alternate texture of the crate is pretty straightforward.
Thanks for the heads up. I believe I remember looking at this before, but was not sure if it was going slightly outside of my comfort zone. Maybe I will look at it again if there’s a greater need … or I have more time.
I have been going back to some of the original area designs for module two and realised that they need more work to bring them up to my latest standard than I thought. Walkmesh treatment, sound, lighting, that kind of thing. At least the core is done, and it gives me something else to clear up besides coding.
Some “exclusive” Screen Shots Module Two (not posted anywhere else):
First shots are a little washed out shown here, but still progressing … Original work by Hoegbo, which I am finishing off …
Over the last week I have been considering the “dungeons” I intend to include in module two. In my last post I wrote about another area I was working on that acted as a dungeon between areas. It was as I was working on that, that I decided to start looking at the main dungeons that the PCs will have to overcome during module two … This, in turn, started me thinking about the dungeons we used to play of old in PnP D&D and those of the likes of Ultima Underworld. It started me thinking about the feeling I had when playing them, and what it was that made them memorable. Then it dawned upon me that it was the “scale” … They would be what we would refer to as mega-dungeons!
As regular readers of this blog will know, part of the time spent preparing the next module is ensuring a player can bring a PC (or party) from the first module into the next. When considering the potential PC/party combinations involved; from a whole party, just an exported main PC, or a selection of PCs from previous games, the preparation for such can become quite involved, especially where existing equipment and any variables are concerned … that is some of what I have been up to the last week or so.
After resolving the issues mentioned in the last blog, I finally got back to looking at my “mega-dungeon” for module two. The frustrating thing, however, is that as excited as I am about telling you all about it, I cannot say too much for fear of revealing spoilers! However, as I have now finally overcome some of the coding and toolset issues I had encountered for my latest ideas, I would at least like to tell you something about the overall progress … and so if you are interested, read on …
It’s been a little while since I last posted on the progress of module two of “The Scroll”, but there is good news: It continues to be written and I am still making progress. One of the reasons I have not had anything to say is because it would involve discussing a lot of spoilers. That said, here is what I can say to bring you up to date …