Reply to Re: "The Quest for Death"
If you don't have an account, just leave the password field blank.
Weekly Update #2:
I have completed scripting of all main and side quests in the first area of my D-Mod Which means the game is nearly 30% done! All that's left is some polish on the scripts (bug fixes) and detail mapping to make the area look purty First mini-dungeon is also completed and fully detailed.
Fun Fact: Area 1 of the map is roughly the same size as the entire map of my first D-Mod, "Dink and the Bonca," with roughly the same length of gameplay.
As for the first actual dungeon, I have started on that today and have mapped as far as the "hub" room. The gimmick I have planned is to have 4 entirely different puzzles to solve to advance in the dungeon. As to what those 4 puzzles are, I have ideas for 2 of them, and I need to figure out exactly how to do one of them. I'll figure out the other 2 puzzles later.
I've introduced a new weapon with a concept I don't think has been done before. It ties in to my Paragon/Renegade Quest system. Initial tests of the weapon are good, but I forsee a specific complication in the near future, and I look forward to squashing that bug into pieces
I've come up with even more ideas for side quests and other stuff for the later areas of the D-Mod. Once I finish up my first dungeon, I get to start on a lot more mapping and scripting
Check my first post for other updates, stay tuned for more!
I have completed scripting of all main and side quests in the first area of my D-Mod Which means the game is nearly 30% done! All that's left is some polish on the scripts (bug fixes) and detail mapping to make the area look purty First mini-dungeon is also completed and fully detailed.
Fun Fact: Area 1 of the map is roughly the same size as the entire map of my first D-Mod, "Dink and the Bonca," with roughly the same length of gameplay.
As for the first actual dungeon, I have started on that today and have mapped as far as the "hub" room. The gimmick I have planned is to have 4 entirely different puzzles to solve to advance in the dungeon. As to what those 4 puzzles are, I have ideas for 2 of them, and I need to figure out exactly how to do one of them. I'll figure out the other 2 puzzles later.
I've introduced a new weapon with a concept I don't think has been done before. It ties in to my Paragon/Renegade Quest system. Initial tests of the weapon are good, but I forsee a specific complication in the near future, and I look forward to squashing that bug into pieces
I've come up with even more ideas for side quests and other stuff for the later areas of the D-Mod. Once I finish up my first dungeon, I get to start on a lot more mapping and scripting
Check my first post for other updates, stay tuned for more!