Gem : D-mod in progress
Well, I've been working on this d-mod for some time now, so I guess it's time for me to start telling you all about it.
First things first, the d-mod is called Gem. Why? Well, mostly because the plot revolves around a magical gem - Didn't see that coming, did ya? I haven't as of yet thought of the horribly clichèd name it needs... the Gem of the Moonstar, or something equally crappy, will suffice.
So, what makes this d-mod special? Well, the small amount of mapping that has been finished is detailed to the extreme. One of the things I am aiming to do in this d-mod is make all areas (be they wilderness, towns or whatever) interesting to look at, and with plenty to do.
Many small interactive pieces, combined with many scripted objects should make the world an interesting one, and the player won't ever get bored. Well, that's the intention anyway! Whether it works or not is another matter...
I'm not going to attempt to make this d-mod "revolutionary" in any way at all - and by that I mean akin to d-mods such as Initiation, Pilgrims Quest, Cycles of Evil or even Cloud Castle 2. How are these d-mods all the same? Well, the way I see it is that they all try to do certain things quite differently from the normal d-mod.
Gem is not intended to be like this at all. Instead, I'm trying to make a very solid d-mod, with no bugs at all, a strong story and very classical Dink gameplay. Many secrets, ancient places to explore in search of treasure, a slightly skewed sense of humour... you know the deal.
I'll try not to give too much away now, however, and let you know more as the d-mod progresses.
Thanks for listening/reading!
First things first, the d-mod is called Gem. Why? Well, mostly because the plot revolves around a magical gem - Didn't see that coming, did ya? I haven't as of yet thought of the horribly clichèd name it needs... the Gem of the Moonstar, or something equally crappy, will suffice.
So, what makes this d-mod special? Well, the small amount of mapping that has been finished is detailed to the extreme. One of the things I am aiming to do in this d-mod is make all areas (be they wilderness, towns or whatever) interesting to look at, and with plenty to do.
Many small interactive pieces, combined with many scripted objects should make the world an interesting one, and the player won't ever get bored. Well, that's the intention anyway! Whether it works or not is another matter...
I'm not going to attempt to make this d-mod "revolutionary" in any way at all - and by that I mean akin to d-mods such as Initiation, Pilgrims Quest, Cycles of Evil or even Cloud Castle 2. How are these d-mods all the same? Well, the way I see it is that they all try to do certain things quite differently from the normal d-mod.
Gem is not intended to be like this at all. Instead, I'm trying to make a very solid d-mod, with no bugs at all, a strong story and very classical Dink gameplay. Many secrets, ancient places to explore in search of treasure, a slightly skewed sense of humour... you know the deal.
I'll try not to give too much away now, however, and let you know more as the d-mod progresses.
Thanks for listening/reading!
You know me all too well. But you never know...
Well it sounds to me as if it has a lot of promise. I like the sounds of this one. Good luck!
Unless the d-mod spirals out of control, I'm trying to keep it quite small. A large-ish romp is what I'm aiming for. Or maybe a small quest, if I get carried away.
I'm also going to try and make this d-mod a bit harder than I usually do. I'm too soft on players (as you will well know if you have played the AKT series), so this time, Dink's gonna have his work cut out for him! The enemies are going to be tougher, and able to deal out much more damage than I usually allow. But Dink isn't going to start as a complete weakling anyway... stats will be approximately as such at the start:
Strength - 5
Defense - 3
Magic - 0
Life - 25?
Not particulary high, I grant you, but there will be plenty of secrets about in order to boost your abilities - and man, are you gonna need them!
Still deciding how many new enemies I want to include. I've got a few of my own (very simple, of course), but am considering how I can use some of SimonK's latest releases. In fact, I've got one or two ideas brewing for that Moa Goddess...
I'm also going to try and make this d-mod a bit harder than I usually do. I'm too soft on players (as you will well know if you have played the AKT series), so this time, Dink's gonna have his work cut out for him! The enemies are going to be tougher, and able to deal out much more damage than I usually allow. But Dink isn't going to start as a complete weakling anyway... stats will be approximately as such at the start:
Strength - 5
Defense - 3
Magic - 0
Life - 25?
Not particulary high, I grant you, but there will be plenty of secrets about in order to boost your abilities - and man, are you gonna need them!
Still deciding how many new enemies I want to include. I've got a few of my own (very simple, of course), but am considering how I can use some of SimonK's latest releases. In fact, I've got one or two ideas brewing for that Moa Goddess...
Hmm, I think I cheated my way through AKT 2 because it was too difficult. I saved the game with little health, and there was a battle in the next screen, and there was absolutely no way for me to regain health or defeat the enemy.
Well... most people didn't find it too taxing. Having no way to replenish health can ruin d-mods through a badly timed save though...
Sorry.
Sorry.
That's exactly why many recent games restore your health at a save point. Although I don't always like that, because it makes the game a bit too easy at times. In other games like Xenosaga 2 however I welcome that addition.
I really liked how health was replenished when you leveled up in Iniation.If it wasn't for that I never would have beaten that nasty bunny.
When exactly is this Gem comming out? Do you have a date or something?
The d-mod won't be ou for a while, unfortunately, as it's only at an early stage. Takes about 30 mins to play through at the moment, but it's nowhere near finished.
I'll keep you all informed though.
I'll keep you all informed though.
The d-mod continues, but a few things aren't working out quite as I hoped.
For one, the large amount of interactive pieces I had lined up have seemingly vanished.. this is turning into quite the basic d-mod. Nothing spectacular at all - just a nice, eco-friendly quest.
Hopefully a very polished and enjoyable one, but we'll have to wait and see...
For one, the large amount of interactive pieces I had lined up have seemingly vanished.. this is turning into quite the basic d-mod. Nothing spectacular at all - just a nice, eco-friendly quest.
Hopefully a very polished and enjoyable one, but we'll have to wait and see...
Head hurts... must... stop making... stupid... scripts... which aren't... necessary. Teeth ache... too much mapping... ugh...
Carrie's Hug of Restoration + 5 has helped greatly, and I've just finished implementinga new spell, as well as almost completely decorating the first area. Woohoo!
Sadly, that doesn't mean much, as it is JUST the first area (I deleted the old one when I decided it was rubbish) - but it's a start!
But it's going rather well so far - the way I've implemented secrets pleases me greatly, and I've modified a couple of scripts from other d-mods to "improve" them.. *ahem*.
Next up, the village of Haverbrook...
Sadly, that doesn't mean much, as it is JUST the first area (I deleted the old one when I decided it was rubbish) - but it's a start!
But it's going rather well so far - the way I've implemented secrets pleases me greatly, and I've modified a couple of scripts from other d-mods to "improve" them.. *ahem*.
Next up, the village of Haverbrook...