Tag Archive: work


Chapter Two contains a handful of dungeons and quests to complete optionally, before advancing onto the main dungeon and hunting down the primary boss of the Chapter; Stirling, the Drug Baron.  The hub area, where you will spend your time, is the populated Amn-Duth city, which is quite large (and quite laggy) and contains a lot to explore.  Multiple marketplaces with various prices to worry about.  The city contains countless people to talk to, many of them having at least something worthwhile to say (as each one has half a dozen different things to say) as well as many buildings to explore.  These buildings are anything from shops with even more wares, to quest collection NPCs, a Storytrader that sells information and clues and even a library with swathes of extra information to read up on, for those interested.  There’s now about five more buildings with empty doors waiting to be filled out with extra content, but I’m still working on what they will have, sadly!  Any ideas are welcome 😀

I’m going to be taking a short break from DotI (not too long, a week or two, then I have a wedding to go to at the end of that) so when I come back to working on it, my head is clear and I’ve mentally rejuvenated.  I’ve been working on DotI ceaselessly and it’s caught up with me; that writers block equivalent, when all you can do to improve a new map is stare at it a while longer.

I’ve also got other wee ideas that I’d like to play about with, but ones that don’t necessarily fit with my main project.  Due to DotI being a long-term project, I don’t want to rush it or feel like I’m pushing aside that for lesser ideas just to get them done quicker, so I feel it’s in the best interests of DotI to get the exciting wee smaller ideas built up in the short term, so that I can focus fully on DotI when I’m back to it, and have a couple of mini-projects under my belt, too!

So far I’ve made a wee dungeon crawler, while playing about with variables and random generation, and am now working on an exploration/sim game that’ll be my first non-combat based project.  For these, and other projects, I’ve made a new blog just to cover that, so that the DotI blog can remain purely about the main project and so I can still talk about my other games.

http://www.pixelbrady.wordpress.com

Have fun! 🙂

The Wee Touches

After spending an hour now writing up a variable and dozens of conditional branches combined with self-switches so that each and every NPC, villager, and otherwise non-story-essential person will not only have different dialogue options when you talk to them, but never repeat the same line twice in a row, I start to wonder if anyone will ever, ever notice this.  Typically, a normal person (myself included) will just clicky a person once to see what they say.  Twice maybe, if they’re curious and happen to know there’s multiple chat options…but when you’re in an area with a half dozen people and have an exciting mission to go to kill a dragon or save the girl, you’re never really that inclined to keep testing the limits of the NPCs ability to talk shite to you, so all the other available chat options become wasted, lost, forgotten.

Yet I can’t convince myself to stop doing it and just leave it as a static chat box.  I just feel compelled to make sure that I’m trying to pay attention to the small touches.  They’re the ones that count after all, eh?