Tuesday, August 28, 2007

Taking Shape

I thought I should post some info about my intentions with the planned modules.

It's all very well explaining the mythology here, but that's not the only thing I regard as unique in the way the game will take shape. Sure, the mythology is important, extremely so in fact, for much of the unfolding story deals with what's happening among the Gods. The unfolding story will unfold in "chapters", with each one revealing part of the broader picture from the perspective of a different character. In effect this will mean each mod will be playable as a seperate entity, but playing them all will give a far greater overall picture of what's happening for the player.

The first module is being designed for a Dwarven Fighter, but don't let that rather bland character class put you off from exploring this new world. As I mentioned earlier, Gods don't take a back seat in what's going on, and this first module will be no exception. Our story starts with the Dwarf stumbling upon the God of Death as he goes through the motions of introducing plague to the port town of Kerral for reasons that become clearer later in the game. Our first encounter with Death takes place as a cut-scene (watch this space for an exclusive preview of the scene), but another encounter occurs later in the game, where I am currently busy typing away at his conversation file.

Although the story itself might appear a little linear (such is the nature of a good story, but that's another subject entirely), efforts are being made to make certain actions responsible for differences within the game. While our player character will be a given alignment, with conversation choices limited to such, variation still exists, making it possible to attain a different level of gratitude from the God of Death, depending of course on how you want to play it. It's difficult to comment more on the subject without giving too much away.

Progress is good at the moment, with area creation steadily ahead of game progression. Area creation is one aspect of the NWN1 toolset I enjoy the most. I like the challenge of clever use of placeables, sounds and lighting to create areas some may never have considered, such as the top floor of the lighthouse which you can see here. The second major (and most difficult) cut-scene is near completion, and work on the Hak has begun, making magic more tailored to the "Relbonian" setting.

That's all for now. Thanks for watching. :)

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