Thursday, October 27, 2011

Testing the main path


Thanks to my test module, I've got the main paths players can proceed through the module fairly well tested. I've succeeded in two paths. There's the test area in the first screenshot.

Still rebuilding things though. Like getting the pickpocket code working again. Rebuilding script systems is a tough slog.

5 comments:

  1. I admire your patience with the rebuilding of your scripts.

    Great screenies!

    Lance.

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  2. Hi Kamal,

    Actually, I just noticed the latice work frames at the back of one of the rooms.Are these available for download to take a closer look at how you did it again, as I have an area that would really do well with designs like this.

    Lance.

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  3. In the second picture? The first game area screenshot? That is one of the estate wall options for tiles, estate wall 2 iirc. There are no custom placeables, textures, tiles etc in Crimmor. I can make those areas available for you to download if you want.

    Without redoing the scripts, the city won't be what I want it to be. :)

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  4. Here are the two areas pictured.
    http://dl.dropbox.com/u/3879894/pictured_areas.erf

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  5. Hi Kamal,

    Thanks for the dropbox link. I downloaded the erf and imported. One area worked fine. The other, unfortunately, crashes my toolset when I try to view it. The shadow_drover_adventurerguild WORKS OK, but the other one does not load and the toolset stops responding.

    It looks like the one that crashes my toolset contains the lattice work I was trying to duplicate (the third picture on your blog). Any chance of uploading that area seperately again? I tried everything to get it to load, but with no success.

    Many Thanks.

    Lance.

    ReplyDelete