Friday, April 27, 2007

Eyes of Eilistraee: Area updates

I honestly don't know where I'd be now if I hadn't decided to focus on one build of Eyes of Eilistraee that used content from CEP 2.0. The sheer volume of quality placeables has allowed me to give distinct visual themes to a number of areas - something that would have been impossible otherwise. If I want to make an ancient elven city with some districts left untouched by time and others tainted by the presence of Tanar'ri demons, I can!

I'm pretty happy with the way the final act is shaping up. A lot of polishing is still required but the overall structure, branching game play paths and area themes are in place.

Hopefully by the end of next week I should be able to do a complete run through and highlight the areas that need attention. Following that I have some side quests that I'd like to add just to expand the player's options and to re-enforce some of the core story elements in the module.

Keep you posted.

eR

Friday, April 13, 2007

Eyes of Eilistraee: Progress at last!

Workload for my day job has effectively put a hold on EOE development for Neverwinter Nights over the last 3 - 4 weeks. It's frustrating to have to drop everything then pick up where I left off, but that's life. The good news is I've put in a good few hours this week fixing bugs (some odd things happening when henchmen rejoin after dying and escaping prisoners running away without stopping to thank the PC for freeing them - how rude), developing areas with groups of placeables that fit the theme for that area and generally tidying up content that was added a while ago but still felt a bit unrefined.

Garron the ranger is officially out as a starting henchman and will be replaced with Lina Ghostwhisper. She's a different sort of character - a bit more light-hearted and fun. Speaking of Openings the starting area of Sundabar's East Gate (see the city screenshot from the toolset) has undergone a few significant changes to make it feel a bit more closed and imposing. A few of the encounters that the player could have on the city streets have been moved to a tavern as they make sense as more private affairs.



The mid section of the module - where the player gets a significant choice over which path they take - still requires work to ensure that both paths diverge successfully and that the player can complete the goals has he/she wishes to and that the game world reacts accordingly.

Keep you posted.

ER