Continuing to put in time on the module here and there, rather than in one big chunk of time. Most of it has been area painting, which is becoming tedious. Partly that’s because I’m a perfectionist, and partly because I feel like my selection of placeables is limited, despite the huge amount of placeables in the CEP. I really, really wish that placeables could be rotated 360 degrees, instead of just on the horizontal. That would go a long way toward the “ransacked house” effect I’m looking for. Instead, I can only use what’s available – broken furniture, toppled chairs, broken plates, garbage… speaking of which, I wish there were more garbage placeables, as using the same one over and over again doesn’t look all that great. Also, I’ve just been spending a lot of time trying to get the right look in general by creatively using and positioning placeables. This involes a lot of placing of placeables on top of each other, which is a time-consuming process. I blame this on Almraiven: playing it has really opened my eyes to how good a module can look, and I’ve been trying to recreate it in my own area design.
I also finished up the cutscene, which is to say, I’m at the point where I just have to accept that it’s imperfect, because I can’t fix the flaws. I reduced the size of the area and changed the camera movements so that it starts right on top of the player at about waist level, then slowly moves up and back a few feet in a short, slow pan. I also crowded the combatants into a small area, reduced their numbers, and shortened the length of the cutscene overall. The result is that it kind of looks a little more like a crowded battle, and the camera doesn’t seem to stutter. However, when the retreat call is sounded, some of the combatants on both sides inevitably get stuck in place instead of running. Also, there are still sometimes instances of the combatants jumping from one place to another. And finally, I still can’t get the camera to change to the top-down position when it transitions to the next area.
Been working on a lot of small things too, such as adding in birds and having them fly to different waypoints, then putting the herbivore script in their OnSpawn event so that they don’t attack the goblins, and also changing their flight path so that they don’t fly into the characters. I started placing a bunch of things like grains and flour and sugar and so on in various containers, then realized that opening up all those crates and finding a bunch of worthless junk, however realistic, would be annoying, so I went back and took most of it out. I did, however, create a few custom items that actually are useful, which I’ll use in the module. I wanted to create some things that had both a positive and negative effect when taken, but in order to do that, I’ll have to learn how to script in the game. The script generator might be able to handle most of it though.
And speaking of scripting, I feel like I’m starting to forget how to do it, because I haven’t done it in so long, so I’m going to try to get back to it by tackling both the find-the-mule and the find-the-girl subquests. I decided to put Crissa in one of the houses and have her cornered by a pair of orcs. I re-used and modified the script I used for the pleading peasants to have her cower and cry for help, and changed her faction so that the orcs wouldn’t attack her (I just want them to taunt her). I’m thinking of adding in sound to make her cry as well, but it has to turn off at a certain point. I can do this in one of two ways: the first is to script it so that it shuts off when the orcs are killed. That’s more sound, but I’ll have to figure it out. The latter is to set up two triggers, one of which turns it on and the other of which turns it off. If I put the trigger around her, then the PC probably won’t trigger it until after he kills the orcs, but it isn’t guaranteed. It’s not a big issue though, so it’s really a matter of how much I want to challenge myself. I also have to decide how I want to handle the orc taunts. I could set up a triggered conversation like I did with the hobgoblins, but then once it ends they’ll just stand there, so more likely I’ll just have them randomly say things. Or maybe I’ll set it up so that the speech of all three characters takes place in one triggered conversation, and then they’ll attack Crissa at the end of it. Since I made her immortal, it’s not like she can be killed (though maybe I’ll just give her a ridiculously high AC, to simulate the fact that she’s quick and nimble).