Aug 20, 2009

More sizzle, less fizzle

It occurred to me that the whole of the game, both in original expansions and other provided modules, is relatively repetitive and with little variety. Talk, fight, buy stuff, fight, fight, talk.

And frankly that was perfect, if done just exactly right, like in Infinity engine games. However, despite the temptation to skip all scripting and lay down some mundane time absorbing dungeons to fill out my campaign, I have had good success with quick and easy scripting that didn't require outside help. And with it, a change from the standard options of "fight or die". Indeed, for some areas in the 2nd chapter, fighting is an option that cannot succeed (although still provided :) ).

Picture if you will, running your party across narrow planks as a plague of insects runs hot at your heels, and should they catch you, you will be covered in an instant and devoured. Too numerous to fireball into oblivion (and well, before you even have fireball powers), your other option is to jump into a whirlpool in a dark, seemingly shallow water pool, wi th the full weight of your armor pinning you for certain under the water...

If you can't picture it, it's here.
It doesn't do the area justice, but that just saves more for the game.


God willing this project will be ready for testing by September, since I certainly won't have time after.

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