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The Black Scourge of Candle Cove -- Tchos' development diary


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#1051
Dann-J

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I for one enjoy unexpected results from in-game experiments. I can't think of anything more boring than playing a game for the first time and knowing exactly what to expect.

 

Certainly in the module I'm currently working on, there are all sorts of new features that I won't be documenting. Some people will discover them, some won't. None of them are essential to completing the module, so it doesn't matter either way.

 

You can't have too many non-plot-related 'easter eggs' as far as I'm concerned.


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#1052
Jezla

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Some players naturally use any useable item.  If you have a useable chair, the curious player would naturally use it; and, if the act of sitting fires off an NPC event, he'll quickly learn that sitting for a few seconds can have its uses. 



#1053
andysks

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I for one enjoy unexpected results from in-game experiments. I can't think of anything more boring than playing a game for the first time and knowing exactly what to expect.

 

Certainly in the module I'm currently working on, there are all sorts of new features that I won't be documenting. Some people will discover them, some won't. None of them are essential to completing the module, so it doesn't matter either way.

 

You can't have too many non-plot-related 'easter eggs' as far as I'm concerned.

 

This reminded me of a Heroes 3 map, don't remember the author but it was called Unleashing The Bloodthirsty.  The map itself was extremely tough to beat, but also filled with so many secrets and eastern eggs. Items hidden behind mountains, behind volcano fumes, into the woods. In places that you normally don't walk. But he placed the trees, mountains etc in such a way, that the items are hidden and you still can reach them.

Different topic of course, but it just reminded me of that. Because I still find that map as a milestone for building. Balance, difficulty, humor... everything is in there :).



#1054
drechner

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Better late than never? I finally got around to testing out the SoZ clock for the GUI and its impact on performance. When I tested, I saw no drop in FPS or no subjective "hiccups" on heartbeat; everything seems to work pretty well!

Anyway, sorry for the incredibly long delay in getting back to you.



#1055
Tchos

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Don't worry.  Less than two months isn't really "incredibly long" in the context of this project.  Good to hear of the results.  I never saw any heartbeat hiccups from using the GUI clock, either, so that idea can probably be laid to rest.

 

All the discussion about uses for sitting in modules has been very interesting to follow, BTW.



#1056
Tchos

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A week of work with the companion interjections, and it was nearly released with a bug that would have caused about a quarter of them to go always-unseen, because on about half of the triggers, I forgot to actually assign them their identifying nodes!  I had meticulously catalogued the nodes and coordinated seven dialogue files that referred to them, and some of the triggers themselves (mostly the ones I had done first, before I got into the habit) weren't using them.  I fixed them, and while testing I also found another error that prevented some of the bard's location-specific dialogue to show up, due to my having written an erroneous area tag in my documentation.  I checked the area's actual tag, and corrected the documentation, and fixed the actual dialogue reference.

 

A few times when I've gone back to older areas to fix a little bug here or there I find things that I did wrong or unnecessarily, or in some cases where I used prefab elements that did things incorrectly.  I believe I've corrected all of the prefab lights that had their shadow intensity set to 1, as well I should have noticed by now in my tests, since I have point lights on all the time for better visuals, unless I'm playing a module that had lights set to a shadow intensity of 1.

 

Sometimes I find placeables that should have been environmental objects, which is most of them, but especially things such as chandeliers and rugs, which remained as placeables, but had their "walkable" flag set to "true" so that they wouldn't interfere with the walkmesh.  In general, I prefer to keep things as placeables only if I think I might want to do something with them via script, or if I want them to block line of sight, or not disappear when you pass the camera behind them, such as for walls.

 

Anyway, with all that out of the way, I think it's done.



#1057
Tchos

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It is now released.  Please continue the discussion on the release thread, as the development here is now at an end.