Reply to Re: The current state of D-Mods
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I'm trying to create a better dmod at the moment
This raises what could be another reason for the lack of "good" d-mods. Most experienced d-mod authors would prefer to create a more exciting adventure than their last, no?
Consider how much time it takes to better Pilgrims Quest (with it's vast amount of new graphics and tiles), Initiation (widely regarded as the most revolutionary d-mod yet) and Cloud Castle 2 (with the most amount of scripts ever - I think - and countless amounts of dialogue).
All these d-mods took a long time to create, and will take a long time to better. I doubt SimonK would be happy releasing Necromancer when it didn't go one step further than PQ, just as I wouldn't be hapy releasing CC3 unless it siginificantly bettered CC2.
Ya diggit?
This raises what could be another reason for the lack of "good" d-mods. Most experienced d-mod authors would prefer to create a more exciting adventure than their last, no?
Consider how much time it takes to better Pilgrims Quest (with it's vast amount of new graphics and tiles), Initiation (widely regarded as the most revolutionary d-mod yet) and Cloud Castle 2 (with the most amount of scripts ever - I think - and countless amounts of dialogue).
All these d-mods took a long time to create, and will take a long time to better. I doubt SimonK would be happy releasing Necromancer when it didn't go one step further than PQ, just as I wouldn't be hapy releasing CC3 unless it siginificantly bettered CC2.
Ya diggit?