Here's the surface gnomes.
Thursday, January 29, 2009
Saturday, January 24, 2009
Monday, January 19, 2009
Wednesday, January 7, 2009
We're Moving
Yup, I'm transferring stuff we talked about here to the new forums. Anytime the new forums are down for a significant time, come back here. I won't delete the blog.
Mirror
Mirror
Monday, January 5, 2009
Druids
I have always wanted to play a druid shifter but I never really liked how the game implemented them. I was looking around on the vault and came across this http://nwvault.ign.com/View.php?view=Scripts.Detail&id=3453 and thought that it would be a pretty cool idea to add to the mod or a variant like this. I think it would give the class more rp value being closer to the PnP style shifter. Just a thought, I'm not sure what the balance is like with the things implemented with this but I liked the idea.
Saturday, January 3, 2009
New Anchordeep Forums
Here's a preview of what the new Anchordeep forums are going to look like
http://www.anchordeep.us/phpbb3/index.php
If you go there and create an account be sure to let me know the account name you logged into so I can activate the account and set the right permissions for you to see the mod development board. You can PM me your account name on the forums, or leave it here in a comment.
http://www.anchordeep.us/phpbb3/index.php
If you go there and create an account be sure to let me know the account name you logged into so I can activate the account and set the right permissions for you to see the mod development board. You can PM me your account name on the forums, or leave it here in a comment.
Friday, January 2, 2009
Hi from Envious
I have not been able to post comments on the blog for an unknown reason, this post is to see if I can post topics. Happy 2009 if you can read this!
Hak Assist
I'm not a scripter, or for that matter a very experienced builder. But I do want to screw around with the toolset and make some interiors for AD. Could someone go over with me or walk me through installing the necessary haks in my mod so that I can take full advantage of the CEP in my efforts? I see that ther eis an order, but in actually knitting it all together I'm clueless.
Thursday, January 1, 2009
NPC Back Story Creation
I've completed back stories for Madamme Mimm and her husband as well as Cran, the smith in Anchordeep. I've also completed a story for Cheech & Chong at the casino and for Nyatar.
Let me know where you would like these posted and I'll put them up for everyone's review. These are just drafts, if anyone has a better idea or would like to recommend a change, let's talk about it.
It would be helpful if I knew which NPCs were going to be of primary focus in the new mod so I could work on their back stories first.
Let me know where you would like these posted and I'll put them up for everyone's review. These are just drafts, if anyone has a better idea or would like to recommend a change, let's talk about it.
It would be helpful if I knew which NPCs were going to be of primary focus in the new mod so I could work on their back stories first.
I hate scripting
The nwn engine is really powerful and gives the mod builder a lot of power, but with great power comes great headaches.
The new death system is in, and working as far as I can test without a bunch of players running around killing each other. Without going into details the new death system will be considerably different from what we had previously... well not completely differently like 'instead of dieing you turn into slugs when your hit points reach 0" but different enough.
I had one other thing that I wanted to add to the mod, but for the life of me I can't get scripts fired off by 'on client exit' to access the database.
I've been working on the subraces, and by working I mean 'taking a hatchet to' because there's going to be considerably fewer subraces in this new mod. I was shocked, shocked I tell you, to find out that the old AD mod supported 21, count them, 21 different subraces.
The new death system is in, and working as far as I can test without a bunch of players running around killing each other. Without going into details the new death system will be considerably different from what we had previously... well not completely differently like 'instead of dieing you turn into slugs when your hit points reach 0" but different enough.
I had one other thing that I wanted to add to the mod, but for the life of me I can't get scripts fired off by 'on client exit' to access the database.
I've been working on the subraces, and by working I mean 'taking a hatchet to' because there's going to be considerably fewer subraces in this new mod. I was shocked, shocked I tell you, to find out that the old AD mod supported 21, count them, 21 different subraces.
The Mod Team
You know who you are... here's the mod team and let's talk some, brainstorm some whether on the blog here or through email and IM. Please contact each other and keep Mask in the loop. Without further ado, the Fellowship of AD...
Builder ............................... Portfolio
1. Nodata ........................... UnderAD (incl. sewers, Orcs)
2. Droofus .......................... Half-Orcs
3. Zot? ................................ Slums and Lowbie Zones
4. Mirror Mask ...................... Temple of Silvanus, The Invisible Hand (Economist), FAQ
5. Envy ............................... CNR (incl. Spell Components)
6. Balor ............................... NPC dialogue & character development
7. Badger ............................. NPC dialogue & character development
8. Thedonin ......................... Horse Stables, CNR
9. Mask ............................... Chief Architect, Death System
A note: CNR and spell components will come after the mod is mostly ready. Should there be changes, I'll update and inform everyone. As there are so many NPCs, if you know someone interested in developing even just *one* NPC but has a great idea for it, please contact Mask.
Mirror Mask
Builder ............................... Portfolio
1. Nodata ........................... UnderAD (incl. sewers, Orcs)
2. Droofus .......................... Half-Orcs
3. Zot? ................................ Slums and Lowbie Zones
4. Mirror Mask ...................... Temple of Silvanus, The Invisible Hand (Economist), FAQ
5. Envy ............................... CNR (incl. Spell Components)
6. Balor ............................... NPC dialogue & character development
7. Badger ............................. NPC dialogue & character development
8. Thedonin ......................... Horse Stables, CNR
9. Mask ............................... Chief Architect, Death System
A note: CNR and spell components will come after the mod is mostly ready. Should there be changes, I'll update and inform everyone. As there are so many NPCs, if you know someone interested in developing even just *one* NPC but has a great idea for it, please contact Mask.
Mirror Mask
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