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June 30th 2009, 07:34 PM
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Well I haven't made any (proper) D-Mods yet, but I have two already part made and ideas for two more.

The bit I most enjoy is scripting. Writing the code and working out problems, making it do what I want... it's great.
Mapping is fun, at least making the basic layout, but when it gets down to details I get bored pretty fast. "Hmm, a bit of dust here, ...grass there, um, er, aargh I'll come back later".
Story. Definitely one of the (if not THE) most important parts of a good D-Mod. As I said I have 4 ideas on the go, all of them pretty good I think but we'll see what happens when I get down to actually writing them into the game, dialogue and such. Not my strong point.

The main thing is if you want to keep playing, whether you want to know what happens next, whether you're having so much fun, whether you have to beat the challenge, whatever. This is what all the best D-Mods have and hopefully mine will have some of that too, which would be nice. But it's hard.

One of my favourite D-Mods is The Basilisk Smile. No fighting to speak of, no huge epic quests, shiny new graphics or the like but the atmosphere is just so good and the whole D-Mod so well made. Sabre's D-Mods do seem to have much more emotion in them than the average inanity.