Tag Archives: dungeon

Day 25: BETA TESTERS NEEDED

ScreenShot14

Politely ask and I will send you the mod!

Today I finished. I think. I packaged the mod, it’s ready to be released. Hopefully. A few close friends are beta testing.

YOU CAN BETA TEST TOO.

Politely ask and I shall send you a copy of the mod! Hopefully, you know how to use mods.

Timeline:

8-10: Bug fixes

5-10: Compressing, testing

Advertisements

Day 13: The Dungeon is Complete

argonian bandity

Today a new race was created. Robot Argonians who lack blood and make metal clashes whenever you hit them. This is in order to keep the material in the mod PG-13. They work great, but they will forever be known as bandits due to technical limitations.

Today I had a friend run through the dungeon, a tester. The mod is presently in “alpha” meaning that there is still a ton of main features to add. The alpha test pointed out some flaws that I needed to fix. But for now, the dungeon is complete.

Timeline

7-2: Creating new race, finishing dungeon

Ninth Day: Dungeon Crawl

No pictures today, rushing.

Today was more dungeon work. The two halves are connected now, and the whole dungeon may now be accessed by the player. Will (hopefully) be done by the end of the weekend.

Timeline

7- 12:30: Dungeon work, adding clutter, adding lighting

Eighth Day: In Which the Dungeon Expands

Second Half

There we are! The second half of the dungeon. It’s… skeletal. Stage one of the second half. Once I complete this half, I’ll be nav  meshing both halves and adding enemies (Nav meshing description will come later, can’t do every lesson at once).

This week, I won’t be getting much done. I’m in Model UN, and thus will be incredibly busy. This weekend, I plan to completely finish the dungeon and move on to creating our hero… who is unnamed. For now.

Timeline:

8-12: AP Biology test

12-1: Band Test

2-7: Mod work

Total Time: 10 Hours of work. Nice.

Fifth Day: Let’s Explore

ScreenShot3

Pretty nifty, right? This is an in-game screenshot, meaning that player characters may now roam the dungeon! But it’s far from over. It has to be navigated by non-player controlled characters (NPCs), and there’s ambiance details to add (fog, music, etc.) But, it can now be accessed. Which is awesome.

Timeline:

8-12 AP Language and Composition test

12:30-1:30: Write dialogue

3:30 – 5:30: Make dungeon accessible, add a little more clutter

Total work time: 7 Hours

Fourth Day: Create a Mess!

Lots oh clutter

Today, I focused on clutter. What is clutter, you ask? Well, here’s a simply definition. first, you have your empty bedroom. There’s a roof, a floor, walls, maybe a window. Then, there’s your furniture. A desk here, carpet there, don’t forget your bed! Finally, there’s clutter. Your sports trophies, the computer on your desk, the stuffed animal on the corner of your bed, etc. That’s clutter. In a video game, clutter is one of the most time consuming activities. It takes a while to place each item individually upon a surface, making sure it doesn’t roll off or vanish thanks to a glitch. Good clutter fills every little corner of an area. So, as you can imagine, it takes quite some time to put good clutter into a dungeon. But if it takes so long, why do it?

Clutter is essential to any experience, really. Imagine your room without any objects in it. All of your knickknacks and personal items are gone. Everything that gives your room meaning other than “somebody sleeps here” would vanish. Once a modder starts adding clutter to a room, that room starts to develop a character.

For example, I have a large vaulted room in my mod. In this room are numerous tables with desks and chairs right beside them. Okay, so it looks like people work here. That’s good. Well, what do they do? That’s where clutter comes in. Add a few gizmos, maybe a sphere or a gem. Your brain starts cranking, ‘”Oh! They work with tools here. Alright.” Then, add in some medical objects, such as a scalpel. Then put a body on the table. “Oh, it’s some sort of surgery or dissection!” So, that’s what clutter does. It’s “show don’t tell”.

Here’s an example of great clutter. Anything by Elianora is a fantastic example of amazing clutter placement. Every corner is filled with eye candy. The desk is obviously owned by an adventurer, and the kitchen is obviously a kitchen. It’s a home.

Timeline

8-9:12, History Class

9:12- 10:30, Clutter work

12-1, Remake map of mod

5:30-8:30, More clutter!

Total: 6 Hours of work. Nice!

On the Second Day…

The first day

This is only one half of the dungeon I’m making. I’m thinking it may be a bit… large. Based on the size of what I have, I may shrink my map design. Anyways, this is about half of what I originally planned, un-decorated. No lighting, rubble, chests, enemies, etc. I’m liking it so far.

Let’s get educational. What you see in that picture is a bare bones map. It’s basically a very long hallway with rooms. The rooms serve as areas for battles, where the hero will fight against various enemies. Hallways give some time to regroup, gain health, and generally provide a buffer in between each encounter. This style of dungeon design is in the game itself, meaning the map is already on the right track. Education over.

So, a time log of today.

8 – 10, Class

10 – 1, Site revamping (Take out hour for lunch and chores)

1-2:30, Class

4:30 – 8:30, create map above.

So about 9 hours of work total, 6 of which was dedicated to this project. Nice.