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#71
General Discussion / Re: Absence
Last post by Olivier Leroux - October 30, 2011, 10:59:16 AM
Congrats on the baby and good luck in everything you do!
#72
General Discussion / Re: Absence
Last post by Arkalezth - October 29, 2011, 11:39:25 AM
Congrats on the baby, and go revolution! Good luck with everything, and I hope you still come around here every now and then.
#73
General Discussion / Re: Absence
Last post by Andarian - October 29, 2011, 10:46:41 AM
Congratulations and good luck with your family and new projects, Henesua! I hope you'll be able to stop by from time to time to help us out with a few votes or nominations. The ability to "Do what you can, when you can" is what the new guidelines are all about. :)
#74
General Discussion / Re: Absence
Last post by Tybae - October 29, 2011, 12:24:14 AM
Understandable.  RL gets in the way for us all. 

On another note, you aren't, by chance, in the San Francisco Bay Area and talking about the Occupy Oakland movement?
#75
General Discussion / Re: Absence
Last post by Henesua - October 28, 2011, 11:26:00 PM
I hope to still participate here, but my priorities are shifting rapidly. And only part of that is being the father of two boys. Its very hard to continue working when my friends and neighbors are getting shot, gassed, and arrested for peaceably demonstrating.  I feel guilty for having not participating more in these very real issues happening everyday here because I'm busy earning just enough money to support my family. But anyway this is not the forum for this discussion.

I'm not likely to come back here much. But who knows what will happen. Just wanted to say my last bit before disappearing for awhile longer. Good luck to you.
#76
General Discussion / Re: Absence
Last post by QSW - October 27, 2011, 08:51:38 PM
WOW loads going and very exciting! Congrats on the baby, I hope it all goes beautifully :D

I hope to see you about here or on the BSM forums now and again. It has been a pleasure meeting you!
#77
General Discussion / Absence
Last post by Henesua - October 26, 2011, 04:01:10 AM
Heya folks. sorry for the long absence and lack of participation. I've got a number of irons in the fire, and will have to leave AME on the backburner for awhile.

(1) New baby will be here anyday.
(2) Major set of construction documents that I need to complete soon while starting two new projects.
(3) Getting close to completing a multiplayer module for NWN (while putting Goblin Boy on hold)
(4) The Occupy movement - especially in my home town - is very exciting and I am supporting it (although supporting a family prevents me from actually occupying) in a variety of ways including getting protesters to (instead of march in protest) to visibly provide public services that the city government has had to cutback due to austerity/economic restructuring - sweeping public streets and setting up tutoring programs for youth are two examples that are immediately achievable.

Anyway... lots going on. Between baby, work and revolution I am busy. If work settles down by the holidays (last year I had to skip them), I'll return.

#78
General Discussion / Re: pondering on the "flow" of...
Last post by PJ156 - October 07, 2011, 06:15:31 PM
It is easier for the devloper I agree.

What you describe is very possible especially if you are providing a sandbox game.

It's harder for the story mod though. What can be done is to allow the player to continue to shop and or pick up incomplete side quest until the signal they want an ending afetr executing an activity.

I've seen that done on a previous mod I think.

PJ
#79
General Discussion / Re: pondering on the "flow" of...
Last post by Bannor Bloodfist - October 06, 2011, 04:56:02 PM
I like the optional ending style where you are given a choice... "End the game" or "Continue playing for a few more turns" which could also be stated as "Go back and talk to xxx before ending this game" type of thing.

Not having ever really created a full mod, nor done a heck of a lot of scripting etc, I would still think that you could set a variable on the player, and say 2 or 3 of the npc's (various quest givers) that checks for that variable then offers an extra/final dialog choice of ending the game, or continuing... one dialog choice that remains static, so that it is always available by those specific quest giving NPC's so that the player can eventually decide they are through, and exit the module gracefully.

However, a large number of games just go *boing* you are done, whether or not you want to be.  Seems to be easier for the developers.  
#80
General Discussion / Re: pondering on the "flow" of...
Last post by Henesua - October 06, 2011, 02:17:00 AM
I think the issue is that typically  a player's range of choices narrows towards an ending. After the ending player choices widen again. So it is difficult for the developer to cover all contingencies.

I didn't finish PotSC. I found the gamishness of it tedious although there are aspects to the game that I liked. Perhaps it was too challenging for a rogue and that was my problem. I wish they had pushed the humorous angle further. I thought that the piratey humor was working well for it.