- Made a couple of playthroughs and generally spent time fixing bugs I found.
- Added maps supporting a common request for something to see in a thief based module. A lot of trial, error, and learning more about the walkmesh. Exactly what's done I'll leave as a surprise for people if they play it, but you'll think it's a couple of neat tricks. Much of the month was spend here.
- Reconsidered my main plot. This is the important one for this month, even though it's going to be developed over the next month or two. I haven't been happy with the plot for some time. I can and have played the main plot to one of the endings, I just don't like it. The plot as it existed was an outgrowth of the proof of concept version of Crimmor I had a few people play early last year. The proof of concept just had a generic "find the plot mcguffin" plot since I wasn't concerned with plot so much as showing a module that didn't require combat could be workable. When I decided to go forward with Crimmor, I came up with ideas for what the plot mcguffin actually did and why people would want it and built a plot out of that. The problem was that I wrote myself into a corner as the story ramped towards it's conclusion, and the endgame was out of left field. It didn't "fit". Why were these npcs where they were and doing what they were? It was a big problem, I couldn't figure out a reason, and "they have a reason that's all you need to know" felt hollow.
I have a three day weekend coming up, if I remain as productive on writing plot I hope to have the whole new main plotline laid out over the weekend in enough detail to start implementing in September.