Cleveland Mark Blakemore
Golden Era Games
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Best of luck Cleve. It is encouraging to know that this time around you have modern tools available and your efforts can be focused more on content than core tech.
I now have such sophisticated editors that not much is left to chance and the hardcoding is almost completely done. A few custom interfaces remain like some work on lockpicking (which takes after Fallout but with traps) and forcing doors, gates. etc. like in Grimoire. The other place that has required the most custom code has been the character creator, which still has a library and the notion of "slots" to hold characters.
Already at 90% hardcoding done, 90% interface done, 90% scenario editing done, 90% dialogues done, 90% factions done. I have found I can put together an interesting dungeon in less than an hour, even randomly generating them.
Also, factions may actually work correctly in this game.
The bestiary is 90% done but there will probably be a much smaller subset of monsters than in Grimoire. I also discovered how to do many variations with monsters in color, weapons, armor and special abilities/breath weapons/etc. So 30+ base monster models becomes 100+ with ease.
I just simply bought a pack of spell effects designed to work out of the box with origin-target and that covers almost all the magic effects right there.
The management of rows, chums and encounter animations also became unbelievably easier than in Grimoire. The monsters automatically know how to walk around chests and obstacles as they approach in the encounter to line up in their rows for turn-based combat.
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