I had a bit of a break due to inspiration collapse, but I'm now back with a fresh pair of eyes and feeling motivated again!
I've spent quite a bit of time over the last couple of weeks working through the existing sections of the module and tightening it up. For example, I'd included lots of concepts that I'd left unfinished to "sort out later", like lockpicking and finding secret doors etc - these skills are now operational and connect properly to the sections of the map where they should work. There's something to be said for a more methodological approach, its quite nice actually feeling like some of the areas are actually getting finished! I also added in the intro, swapped out some of the art, and balanced the encounters properly for the opening two areas.
I've revised the overall scope of the module. On reflection, there were too many planned areas that wouldn't have existed for the right reasons. Some of the existing maps were already feeling a bit too empty. I've been very harsh at cutting back filler content, so the total number of planned areas has dropped from 24 to 12.
Currently there are five areas up and running in the module, of which two are completed/fully playable (including local quests, encounters, convos, secrets etc); three need quite a bit of work (they were kind of finished last year, but I've now broken them with all the recent changes); and seven exist only on paper.
The classes and character building are staying more or less the same, although
- I'm now thinking of a lower level cap so I might revise how branching paths for classes works (I'm keen to keep this feature in though);
- Now Lockpick etc are up and running I've had to rebalance some of the starting skills so that certain characters don't feel auxillary to the action. This will no doubt be a work in progress throughout development!
- If anything I might add in more classes and races - its great fun rolling new party members, the flexibility of the Iceblink engine really shines here! Eg, I've been considering adding "assassin" as a stand alone class rather than as a rogue specialisation. So many choices.
I'll try to make this a monthly update (and not drop off the radar for another year!)
