- Elaborate Cutscenes
I was really happy with my cutscenes from the prologue. There are some with many speakers, animations etc.
So I thought, why can't I make more of these?
Today as I was working on an area, it happened again and made me really happy, because it showed me that what I liked from the prologue is not gone, and I can still do it.
There is this convo I worked on today, where many things happen. Placeable conversations, encounters firing, vfx created, riddles, sounds... many things. After it was done in the toolset, I fire it, with a bit of pessimism, for cutscenes tend to not be perfect at once. But this one was. All cameras where I wanted them, all sounds, all encounters etc. Everything fired when it was supposed to.
- Main plot changes
The way I made the plot, it feels like so many branches, seemingly not connected, and the plan is to slowly make them all come together.
So I changed a couple of convos, 1 area will not be used, at least in the prologue, maybe later who knows.
- Placeable manipulation
I need to list some that I did today, because english is not my mother tongue, and I tend to have difficulties finding some placeables on the list. I know what I want, just not how it's called
So here I have: two curved stone walls into the ground, two stone wall posts. An elevated resized pillar that serves as a chimney. A resized crate on the bottom of it so that the player doesn't see underneath. Two wooden trouts on the sides with overland flowers on them. Weapon placeables on the other side and a couple of candles. In the fire, there are resized dirt mounds, fallen trees and logs.

So, excitement still here. I guess if after a year and something of non-stop work, if it's still here it will never go away
Tomorrow I go a bit backwards, to the prologue. I need to create the outskirts of the capital, with some farmlands and the hangout spot for the companions.
Goodnight to all!





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