Showing posts with label Arms and Armor. Show all posts
Showing posts with label Arms and Armor. Show all posts

Update!  

 (yeah, couldn't think of something better for the title)

Most of the time since my last post here has been spent taking care of RL issues so time spent on developing Blood and Lyrium has been minimal - just some conversations and plot scripting.

However, a good amount of work has been done on Arms and Armor, scripting new talents for 2-handed Light weapons. M2DAs are yet to be created for them, though and the passive/sustained talents still need to be completed. I expect to be done with that by this week so that it can out in the next alpha for testing (and I can go back to developing BaL)

An interesting discussion came up in the Bioware forums about compatibility between different modules. With the scores of add-ins available now, each changing a small aspect of the core gameplay, this has become one of the constant issues the user faces - and this is even before the user-made module scene has fully taken off (like in NWN, for example). If you are reading this and have an opinion on this or just want to offer support for the discussion, head on over there!

If anyone reading this is interested in doing some level work for my module, post a comment here or head over to the project page to post in the discussion thread or comments area. Thanks!

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Switching modules  

This past weekend was really good in terms of development time. It was raining most of the weekend so I had a good reason to stay indoors in front of the computer. The first draft of the exterior level is done and I have started populating NPCs and dialogue associated with them. There is still work to be done on texturing and props (and the sky - trying to get a twilight feel but I am just not able to get the color right!) but for the most part, I am satisfied with how this has turned out.



This area requires 2 cut-scenes, one of them a fairly complex one so the next task at hand is to learn how to do those but that will come later.

The priority for this week is to finish up as much scripting work as possible for Arms and Armor (AAA). When I was writing up the story for Blood and Lyrium, I decided to pitch in and help Ambaryerno with his mod. AAA will have more realistic weapon models, new weapon types and associated talents and in general, will add more variety to the existing weaponry in Dragon Age. Since I plan to implement new weapons and talents for my mod too, this will be a good learning experience (and I have to worry only about the scripting front on the AAA mod!)

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