by Cagon » Mon Apr 03, 2017 7:47 pm
BarQuest V2
Slowdive – you mentioned adding it to the in app downloads. Fell free if you think it’s good enough. My first time doing any kind of module so I am unsure good or bad it is. I have liked building this far but am at the point where I need to decide if I want to allocate more time to it. Hopefully I can get some feedback on what people think.
I made some updates and added a few levels. I am not sure where version 1 ends. I went through it once and fixed a bunch of things. There are still things that need fixing or updating, see below for most of them. Currently there are 5 levels including the starting ‘home’ area. Level 5 isn’t finished yet, no way to go further down and the southern 1/3 has no content. I have changed design philosophy a little and made things less busy, less decorations. Trying out a different approach to see if it makes it quicker and easier for me to add content. One part of me wants to make it simple and dump out more content, the other side like decorations and interactive tiles. Some notes thoughts on what I have done so far and what I think I need to do.
• I’m trying to make the encounter areas as close to the map area the encounter takes place in. A little more work when building but I like the consistency. Is it worth doing it that way?
• I have a 2 encounters where you run across guards under attack. I am adding them into the party for the encounter and removing them after the encounter is over. I can either remove the cooperative encounters or add more. I am thinking of dropping the max PC characters to 3 and adding 1 – 3 temporary party members at different times. Do you like the rescue/cooperative encounters?
• I have 3 mover prop encounters. 1st one is a giant spider. Seems to work ok. Sometimes it does not get deleted. 2nd is a giant spider in level 3. Supposed to be on patrol and chase. Seems to do it sometimes but not always. 3rd is a Kobold in level 3 on post. Doesn’t seem to work quite right. I added static encounters near them to test different things. I am not sure if I will leave movers alone for now or look into it.
• Rest/healing. Currently there is a healing/resurrection bed at the top level. I am going to put a healer that charges to heal and more for a resurrection.
• Quick travel. I have 3 ‘quick travel’ portals in the top floor. A goes to level 3. B goes to level 4. C goes to level 5. I have them for easier testing of new things. I suppose if it gets deep enough a quick travel system would be nice.
• Some items don’t work right. I need to figure which and fix them. Is there a way to import items from another module? Or replace them with the items from another module?
• Add more conversation/quest content. I figure I might continue with the ‘help the guards clear the levels’ story.
Let me know what you think.
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