Work In Progress
The development of this D-Mod is going rather slow at this moment (sadly ).. usually I start doing a bitmap pixel for pixel and stop before I'm halfway Anyway, here's some information of the work in progress, might be interesting..
Description: It's a Quest D-Mod, bigger than Blood Scorpions or Once in a Lifetime and it's a bit more focussed on puzzles and riddle-like things. That doesn't mean there's no fighting, you just have to solve some more puzzles
Story: Dink and Mr. Smilestien travel to a distant town which has been attacked by slayers. Mr. Smilestien's brother got injured and he also suspects there's more going on than just some aggressive slayers.. Because of this distant town, the whole setting isn't in green grass land but in the autumn tiles setting as you can see on the screenshots.
Note that the following screenshots don't represent the items/stats and such the player will have, I just warped to a few screens in the game and I took some screenshots.
Link | Screenshot of the shops in the town
Link | Screenshot of the guard to the south of the town
Link | Screenshot of a forest you'll go to later in the game
(yes yes, ImageShack.us )
Now, I still need to create at least two complete areas before I can even call it finished.. then I also need to fix the small things that I have skipped in development so it'll take some time..
Description: It's a Quest D-Mod, bigger than Blood Scorpions or Once in a Lifetime and it's a bit more focussed on puzzles and riddle-like things. That doesn't mean there's no fighting, you just have to solve some more puzzles
Story: Dink and Mr. Smilestien travel to a distant town which has been attacked by slayers. Mr. Smilestien's brother got injured and he also suspects there's more going on than just some aggressive slayers.. Because of this distant town, the whole setting isn't in green grass land but in the autumn tiles setting as you can see on the screenshots.
Note that the following screenshots don't represent the items/stats and such the player will have, I just warped to a few screens in the game and I took some screenshots.
Link | Screenshot of the shops in the town
Link | Screenshot of the guard to the south of the town
Link | Screenshot of a forest you'll go to later in the game
(yes yes, ImageShack.us )
Now, I still need to create at least two complete areas before I can even call it finished.. then I also need to fix the small things that I have skipped in development so it'll take some time..
That's cool Hopefully you get it done somewhat soon, as I've been pining for another good D-Mod, and your works seem to be of a high quality. Take your time, though.. I wouldn't want it rushed.
Something you may want to take into consideration though - I (and probably others) noticed that throughout the original Dink, the farmer's name was spelled two different ways often, "SmileStein" and "SmileStien." After briefly discussing it, Dan and I decided that "SmileStein" just looked right (for a lack of a better way to put it), so pretty much every instance of his name should be "SmileStein" in 1.08.
Take that for what you will.
Something you may want to take into consideration though - I (and probably others) noticed that throughout the original Dink, the farmer's name was spelled two different ways often, "SmileStein" and "SmileStien." After briefly discussing it, Dan and I decided that "SmileStein" just looked right (for a lack of a better way to put it), so pretty much every instance of his name should be "SmileStein" in 1.08.
Take that for what you will.
That probably means going through all my scripts as I think I used "Smilestien" (without the capital S too..) everywhere.. and development was already going slow
Yeah, Seth reportedly hated that weird capitalization in the middle of a name thing.
BTW, looks like that dmod could be pretty cool. I'm always up for more puzzles in a dmod.
BTW, looks like that dmod could be pretty cool. I'm always up for more puzzles in a dmod.
Well, the capital S in the middle wasn't what concerned me; feel free to treat that as you like. (I hope I haven't caused you to go around and change that in a ton of scripts :-T) I was mainly trying to emphasize the "ei" over the "ie".
I know, that's why I said "too"
Heh, I like the screenshots. Your maps just look luverly, Simeon.