Reply to Re: Dink Smallwood : Creating the Quests.
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Some excellent responses thus far... very interesting indeed! (In particular... Tal's first real attempt to make a d-mod. The prospect is mouth-watering!)
Personally, I find it best to make a small, blank canvas, of about 4 squares by 4 in dimension. This allows me to not worry to much about screenmatching certain objects, and gives me a nice small area to work on.
Next, I will place all the major landmarks, be they houses, castles, or whatever, about the landscape. A bit more detailed tiling comes next, adding some pits or water features. Just to make things a bit more cohesive and "lifelike".
I will then go on to add sprites about the screens. People, decoration, enemies... whatever takes my fancy at the time. Scripts invariably follow, but usually vital ones first (for NPC's, Quest items etc). Those "extra" scripts, for things to look at that don't have any real bearing on the game, come whenever inspiration hits me.
Some enemies can be placed fairly haphazardly. It all depends on the situation. I'm not a fan of d-mods with screen after screen of enemies who have no purpose other than that of levelling up and slowing the player down.
Combat should have a reason, and that is one of the things Arik and I have tried to implement into CC2.
Whether it works out that way... only time will tell!
Personally, I find it best to make a small, blank canvas, of about 4 squares by 4 in dimension. This allows me to not worry to much about screenmatching certain objects, and gives me a nice small area to work on.
Next, I will place all the major landmarks, be they houses, castles, or whatever, about the landscape. A bit more detailed tiling comes next, adding some pits or water features. Just to make things a bit more cohesive and "lifelike".
I will then go on to add sprites about the screens. People, decoration, enemies... whatever takes my fancy at the time. Scripts invariably follow, but usually vital ones first (for NPC's, Quest items etc). Those "extra" scripts, for things to look at that don't have any real bearing on the game, come whenever inspiration hits me.
Some enemies can be placed fairly haphazardly. It all depends on the situation. I'm not a fan of d-mods with screen after screen of enemies who have no purpose other than that of levelling up and slowing the player down.
Combat should have a reason, and that is one of the things Arik and I have tried to implement into CC2.
Whether it works out that way... only time will tell!