Reply to Gem : D-mod in progress
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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!