Thursday, July 24, 2008

1.69 Arrives!

Neverwinter Nights has now received its latest and final patch in the form of 1.69, adding even further opportunities for creativity from would be builders.

Possibly one of the most impressive additions is the inclusion of new tilesets, one of which allows the inclusion of much more rustic mediaeval style buildings than what was previously available, including the ability to build castles. This came as something of a mixed blessing to me, as part of chapter one is to take place within a castle, and I had already built much of it in the old city style available in 1.68. At first I thought it made sense to replace the area with the wonderful new tileset, after all, when I finally get to release the module, players will be expecting to see something new, but alas, there is a problem (for me at least) that I don't seem able to overcome. The castle in question is situated on cliffs overlooking a desert. The new tileset can place the castle on cliffs, but only with sea at the bottom. I've tried hiding the sea by messing with the fog settings, but the results are unsatisfactory, making the sea still visible while hiding distant castle walls. While it's true that the old version of the castle can't make use of cliffs and therefor relies on a combination of the edge of the area and restricted views from the battlements, it does have the advantage of having already been created along with its accompanying interior areas.

So...I have a dilemma. Do I use my existing areas with the potential of dissapointing players, or create new ones with the much improved castle look while hoping no one questions why there is water at the bottom of the cliffs? Comments would be most welcome on this subject.

Tuesday, July 01, 2008

1st Draft of Module Description

I thought it was about time I gave the work in progress module a description, and that it would be a good idea to share it with you here. It might change between now and when the module is finished, particularly if I receive any helpful comments (hint hint ;) )...

"The Relbonian Chronicles is set in its own unique world and mythology, designed to have its story unfold through the participation of several key characters.

As such, "Chapter One" is designed to be played with the Dwarven Fighter called "Gerbilaf Bandiwide" which should have been included with this module. Please note that playing with any other character will not only spoil your enjoyment but also render parts of the module impossible to play. The module is designed to gently introduce you to the mythology and setting, which will help you understand the morals and motivations of future characters/classes in future chapters, so if you think you'd prefer to await a chapter featuring a class of your choosing, it's recommended that you still play this to enhance your experience of the overall story.

This chapter begins with Gerbilaf entering his favourite tavern in the city of Kerral after a hard week working in the local mines. Not one to shy away from danger, he will soon find himself acting as a messenger for none other than the God of...well...you'll have to play to find out ;)

To stay up to date with the world of Relbonia, visit www.quillmaster.co.uk.

I hope you enjoy your game. :)

Quillmaster"