sea
inXile Entertainment
- Joined
- May 3, 2011
- Messages
- 5,698
So I realize this has been kind of dead for a while now, and that's partially because I haven't done much work on the mod due to other projects (messing with UDK, writing stuff, etc.) in the last while. I also started to suffer a lack of motivation and inspiration, and I think a break helped a bit.
In any case, I've started work on this again. Step 1 is to go back and improve some of the environments which suffered flaws I may have overlooked earlier. I feel that I've grown in ability as a level designer, and so am trying to get far away from the "series of boxes" school of thought by putting more focus on differences in elevation, as well as in greater amounts of detailing where necessary (depends on the location of course). Tweaking atmosphere is also a priority, though in some locations this may be impossible due to the Toolset's crappy lightmapper which makes small indoor spaces very difficult. First example:
Before:
http://dl.dropbox.com/u/10680698/Pictur ... ceptre.jpg
After:
http://dl.dropbox.com/u/10680698/Pictur ... -37-53.jpg
http://dl.dropbox.com/u/10680698/Pictur ... -06-88.jpg
http://dl.dropbox.com/u/10680698/Pictur ... -31-75.jpg
Step 2 is to rework quests and rewrite the majority of dialogue, as looking back on it I'm not satisfied both with the quality and the sheer quantity of it. I kind of started the mod after a Torment binge and realize now my goals were unrealistic both due to my skill as a writer and the sheer amount of work that would be. Instead I'm going for something closer to the original Fallout - lots of options, but dialogue is grounded in reality rather than attempting to be "dramatic" or anything along those lines, as I just can't really pull it off very effectively... otherwise it just sounds like David Gaider crap.
Step 3 is to tone down the consequence side of things. I still plan to have consequence in decisions, but they will be more limited to a few key plot details. I have to work within limitations and I feel fewer consequences is best for that. In its place however, I plan to include even more decisions to make and options in resolving quests, with simpler goals more open to interpretation by the player, i.e. obtain an object, and then have, say, 4-5 ways to do it. As an example, to get into a guarded location, you can 1) Pickpocket an item allowing you entry 2) Lure someone to a secluded location and kill them for the item 3) Collaborate with an insider to get access 4) With sufficient knowledge of magic, bypass the door 5) Simply go in using violence and force. Same end result? Yes. But the options are unique to different character builds and make the play-through feel appropriate to that build, and there will still be consequences even if they are more cosmetic (i.e. avoiding violence will avoid triggering an alarm and give you new options later on).
In any case, I hope I can keep momentum up. I definitely feel like I'm ready to jump back into things now that I've had a mental breather and more time to think things through, at the very least.
In any case, I've started work on this again. Step 1 is to go back and improve some of the environments which suffered flaws I may have overlooked earlier. I feel that I've grown in ability as a level designer, and so am trying to get far away from the "series of boxes" school of thought by putting more focus on differences in elevation, as well as in greater amounts of detailing where necessary (depends on the location of course). Tweaking atmosphere is also a priority, though in some locations this may be impossible due to the Toolset's crappy lightmapper which makes small indoor spaces very difficult. First example:
Before:
http://dl.dropbox.com/u/10680698/Pictur ... ceptre.jpg
After:
http://dl.dropbox.com/u/10680698/Pictur ... -37-53.jpg
http://dl.dropbox.com/u/10680698/Pictur ... -06-88.jpg
http://dl.dropbox.com/u/10680698/Pictur ... -31-75.jpg
Step 2 is to rework quests and rewrite the majority of dialogue, as looking back on it I'm not satisfied both with the quality and the sheer quantity of it. I kind of started the mod after a Torment binge and realize now my goals were unrealistic both due to my skill as a writer and the sheer amount of work that would be. Instead I'm going for something closer to the original Fallout - lots of options, but dialogue is grounded in reality rather than attempting to be "dramatic" or anything along those lines, as I just can't really pull it off very effectively... otherwise it just sounds like David Gaider crap.
Step 3 is to tone down the consequence side of things. I still plan to have consequence in decisions, but they will be more limited to a few key plot details. I have to work within limitations and I feel fewer consequences is best for that. In its place however, I plan to include even more decisions to make and options in resolving quests, with simpler goals more open to interpretation by the player, i.e. obtain an object, and then have, say, 4-5 ways to do it. As an example, to get into a guarded location, you can 1) Pickpocket an item allowing you entry 2) Lure someone to a secluded location and kill them for the item 3) Collaborate with an insider to get access 4) With sufficient knowledge of magic, bypass the door 5) Simply go in using violence and force. Same end result? Yes. But the options are unique to different character builds and make the play-through feel appropriate to that build, and there will still be consequences even if they are more cosmetic (i.e. avoiding violence will avoid triggering an alarm and give you new options later on).
In any case, I hope I can keep momentum up. I definitely feel like I'm ready to jump back into things now that I've had a mental breather and more time to think things through, at the very least.