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Tohsaka [60 Hours] [8/60]

Hello all.

I've been working on a Neverwinter Nights module since the first of November, focused around a frontier castle city named Raveholde. Been working on the exteriors in the module, which is somewhat fun, when you're working on cluttering cities. Dialogue and scripting gets me though- I'm in the midsts of figuring out how to get the city guard to confiscate all contraband items, and fine the PC if they randomly search him for any reason.

I do find myself playtesting (just wandering) the city more often than building it, so I'm also working on a separate project not tied to that game. More details on that later, since it is currently 3AM, and I'm heading to Hakone (Where Neon Genesis Evangelion's Tokyo-3 is located) in a few hours. Going on a mountain walk, and going to check out a volcanic valley as well, which they call Jigokudani, so I'm hoping to get nice photos, and base something off of this area in my Ravenholde project, or some other game.

Aiming for a scant 60 hours, which should be within reach even though I haven't been counting my hours so far. I tend to avoid going outside, since I don't like spending money, and there's honestly not much do to in Tokyo for free, other than wander and make fun of gaijin.
 
So, it turns out that I didn't end up going to jigokudani, due to time. We did still go to another nice place, called Oowakudani. I took a good 2 hours in total, not including transit, taking photos of moss covered rocks, roots, streams, and Japanese garden elements (stone lantern) in Hakone, as well as going through a series of green houses, taking photos of plant roots and oddities, as reference imagery.

I took another hour in Oowakudani to get reference images of sulfur vents, and sulfur water waterflows/rock formations, for a badlands/wasteland mining or quarry area in Ravenholde.

UPDATE: A selection of my photos/materials that I obtained. You're welcome to use any of them, except for the ones focusing on people, as references, or straight into a project, so long as you notify me and credit me. Check flickr to the name that you should credit me under. http://www.flickr.com/photos/68250047@N ... 968035341/
 
Spent two hours yesterday, delving into implementations of magic in Ravenholde's world. Decided to opt out of using standard magic, where the user uses their energy or spell slots, but rather, will be working it into the area in Ravenholde- Magic will be extracted from the ground, as somewhat an ore, and refinement process will change how it works- Mage classes will be able to use this most proficiently, while non-Mage classes will get subtracted damage, success rate, and in some instance, will get a different effect. Single cast item, except for high-level refined magic.

ADDITION: Spent two hours adding more clutter to the streets of Ravenholde. I also began implementing the 'Titan workshop', where players can pay money to become a 'Titan', or Golem. What happens with this though, is that players will lose all their levels, feats, and classes, but in return, get boosted constitution, damage resistance, and armor- As well as looking like a Construct. Players can initially become a Flesh Titan for 10,000 Gold Coins, and later on, get upgraded into a Titan made of metal. This probably won't appear in Single Player modules using Ravenholde as a base, but will be available in the Persistent World- To balance it out, Titans are unable to use magic, but are able to naturally regenerate. Since I like this kind of idea, I'm implementing this in an unrelated module as a plot-feature.
 
Moving myself away from Aurora Toolset for the time being. The fact that all my games (and the SWTOR beta) are install on my Windows partition does not make making time for development any easier.

Playing around with LÖVE. Just took an hour today getting back up to spec with lua and LÖVE's specific implementation of it. Also considering playing with enchant.js.
 

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