timelorddc.blogspot.com
A Timelord's Travel: November 2010
http://timelorddc.blogspot.com/2010_11_01_archive.html
Written by Timelord on November 28, 2010. It's been some time since the last update - I've been completely swamped with RL work and had to put Dragon Age stuff on hold. Hey, need that money to finance these hobbies! Still a WIP but this should give a sense of scale (the height is 288 vs 256, btw). One advantage of having a level as a basis for this new one is the ability to export and import selection groups. Since I had been fairly meticulous in organizing my structures (save for the last minute add...
timelorddc.blogspot.com
A Timelord's Travel: August 2010
http://timelorddc.blogspot.com/2010_08_01_archive.html
Props, Textures and Lighting. Written by Timelord on August 30, 2010. This past weekend was spent mainly in adding props to the existing levels to flesh them out and playing around with the textures. Below are a couple of screenshots before and after the texture and prop/vegetation work done this weekend (you can open the images in a new window to see the full-sized image). Start area - Before. Start area - After. All in all, a good weekend's worth of work given that I was tied up with RL (Woodbury Days ...
timelorddc.blogspot.com
A Timelord's Travel: Release!
http://timelorddc.blogspot.com/2011/01/release.html
Written by Timelord on January 14, 2011. Well, almost there. I'm talking about Craggy Island, of course. The past week was a bit unsettling because of all the various ways the game decided to test our conviction that the module was ready for release. B2B area loads didn't work, quests working in one build didn't work on another, plot actions that had been working for a long time were suddenly breaking - it was like a pre-go-live crunch period, which in a way, it was, I guess. Dragon Age Level Resource).
timelorddc.blogspot.com
A Timelord's Travel: Loot System
http://timelorddc.blogspot.com/2011/02/loot-system.html
Written by Timelord on February 10, 2011. In the last post, I covered why I thought the loot system in the vanilla game was not really a good option (in my eyes! For BaL. This has been at the back of my mind for a long time, ever since I started working on this mod. So, what can be done to make loot interesting? I know Awakening has Rune-crafting as a skill but again, in my opinion, I felt it was not enough. Old-time readers of this blog might remember me mentioning Phaenan's Crafting GUI Framework.
timelorddc.blogspot.com
A Timelord's Travel: January 2011
http://timelorddc.blogspot.com/2011_01_01_archive.html
Written by Timelord on January 27, 2011. Eight days, no updates on this blog. For those of you wondering what's going on, between RL, work, WoW and modding, I haven't had much time to sit down and write a post. This was one of the main reasons why I wanted to finish BaL before February because I knew time would become a little after the last week of January. Oh well. How can there be improvisation if everything fell in place as planned? The Nexus from WoW. Through Paul's blogger profile. The author, ...
timelorddc.blogspot.com
A Timelord's Travel: October 2010
http://timelorddc.blogspot.com/2010_10_01_archive.html
Written by Timelord on October 27, 2010. As most of the readers of this blog might know, I've been promoting the Community Contests initiative whenever I can. Currently, we have a mini-game/puzzle scripting contest. Running - basically to create a short, reusable mini-game or puzzle. The focus, as the title of the contest suggests, is on scripting and related features like plots and vfx. A couple of weeks back, we had only three potential contestants (including me! Initially, Lord Oneisall ignored this o...
timelorddc.blogspot.com
A Timelord's Travel: Storyboarding and Phaenan's Crafting GUI
http://timelorddc.blogspot.com/2010/08/storyboarding-and-phaenans-crafting-gui.html
Storyboarding and Phaenan's Crafting GUI. Written by Timelord on August 6, 2010. I come back from vacation and open the word document containing the various details of the story I had put down earlier. The one month I never opened it turns out to be crucial as a lot of things I had thought plot-critical were contrived means of forcing the player down a particular path and a lot of things I had thought to be quite creative were in fact, not. I had been talking to Phaenan and FollowtheGourd about changing ...
timelorddc.blogspot.com
A Timelord's Travel: July 2010
http://timelorddc.blogspot.com/2010_07_01_archive.html
Talent Coding - tougher than I thought it would be. Written by Timelord on July 27, 2010. Anyway, the short update is that I am working on the talents as and when I can - the last few days of my vacation are drawing near and the evenings are going to be definitely longer than usual. Let's see what can be done. Labels: Blood and Lyrium. Written by Timelord on July 15, 2010. I have no doubt DA2 will be an outstanding game in its own right but I am shocked at the announcement of a sequel so soon after a big...
timelorddc.blogspot.com
A Timelord's Travel: February 2011
http://timelorddc.blogspot.com/2011_02_01_archive.html
Written by Timelord on February 10, 2011. In the last post, I covered why I thought the loot system in the vanilla game was not really a good option (in my eyes! For BaL. This has been at the back of my mind for a long time, ever since I started working on this mod. So, what can be done to make loot interesting? I know Awakening has Rune-crafting as a skill but again, in my opinion, I felt it was not enough. Old-time readers of this blog might remember me mentioning Phaenan's Crafting GUI Framework.
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