More Music & Blueprint & Area stuff
So it turns out combat tracks didn't work this morning, but I fixed it and went back through and specified them all in each area in the game. I also went through one area (the "baddie" area from this morning's post) and populated it with monsters, as well as changed all placeables to environmental objects (+ walkmesh cutter, as usual), as it seems I forgot to do that in this one area. I also placed loads of loot in this level on various objects, and made a few custom goodies that will hopefully spice things up a bit. Additionally, I added a few friendly creatures to the other area that needed some life in it. I'm not quite done with that "good" area yet though; it needs more creatures/stuff to do in it to justify its being there. ;)
Speaking of that "good" area, I deleted a huge number of trees in it to reduce lag and make it look less cramped as well as adjusted the sky and lighting--I'm pretty pleased with the end result, and I think I'll have to go through my other forest areas to make sure every tree is justified, so to speak. ;) I think I'll do that tonight before I go to bed, as it's pretty mindless work, which is always good for late at night!
It seems those cutscenes have been put off somewhat though. I'll try to write one of the convos/cutscenes tonight before going to bed in addition to dealing with those resource-sapping trees.
In terms of releasing, I've actually come to a decision, I think. I'm NOT going to release what I have yet. Instead, I'm just going to call this the end of the first module and move into a second .mod (or, in my case, module directory), which is not the same as calling the chapter over per se. I'm going to basically expand chapter 1. My reason for doing this is that chapter 1 currently consists largely of sidequests leading up to the beginning of the main quest, which is not really what I had in mind...if I were to release it at this "complete" stage, the main quest would really only barely get started, literally in the last area out of around 30. So I'm going to let the main quest figure a bit more prominently and then decide as I go along where a good stopping point might be.
Speaking of that "good" area, I deleted a huge number of trees in it to reduce lag and make it look less cramped as well as adjusted the sky and lighting--I'm pretty pleased with the end result, and I think I'll have to go through my other forest areas to make sure every tree is justified, so to speak. ;) I think I'll do that tonight before I go to bed, as it's pretty mindless work, which is always good for late at night!
It seems those cutscenes have been put off somewhat though. I'll try to write one of the convos/cutscenes tonight before going to bed in addition to dealing with those resource-sapping trees.
In terms of releasing, I've actually come to a decision, I think. I'm NOT going to release what I have yet. Instead, I'm just going to call this the end of the first module and move into a second .mod (or, in my case, module directory), which is not the same as calling the chapter over per se. I'm going to basically expand chapter 1. My reason for doing this is that chapter 1 currently consists largely of sidequests leading up to the beginning of the main quest, which is not really what I had in mind...if I were to release it at this "complete" stage, the main quest would really only barely get started, literally in the last area out of around 30. So I'm going to let the main quest figure a bit more prominently and then decide as I go along where a good stopping point might be.
Labels: Moonshadows


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