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Easier way to develop areas/scenes?

I used to tinker with modules, back in the day. But, I always hated the way any changes I made to the world was only saved to the module, and to see that change, I'd need to reload and then essentially replay all the way up to that point again.

I've since learned that most devs use debug jumps to quickly jump to different areas they're working on. Is that still how it's to be done? Or might there be an easier way? Has there been discussion?

Comments

  • TarotRedhandTarotRedhand Member Posts: 1,481
    That is one way of doing it. A variation is to temporarily place the module start in the area to be tested. An alternative way is to have a small module where you develop the area as much as you can and then export the resources you've developed as an erf file. This can then be imported into the main module and have any necessary housekeeping (such as area transitions etc.) done.

    TR
  • tgxtgx Member Posts: 40
    Ah, that's interesting. I may get back into fiddling with modules, once things stabilize enough. So, I'll keep those other methods in mind. Thanks for the advice!
  • TarotRedhandTarotRedhand Member Posts: 1,481
    A few other hints.
    • Don't make your modules starting level greater than 5 less than the level cap and aim for the ending level to be at least one below the level cap. Most players like to have the ability to improve their PC in game.
    • Create a "tank" (over-powered for your module) character (there are quite a few character generator modues on the vault) to test encounters with and make sure that their name (mine is called Aaron Andrewson) is at the top of the list of pre-generated characters. Well you don't want them dying all the time while you adjust where the enemies either are or will spawn-in.
    • Grab these two ebooks - "The Guide to Building Volume I – The Aurora Toolset Manual" and "The Guide To Building Volume II The Design Manual". IMO essential reading for making modules.
    TR
  • MrDamageMrDamage Member Posts: 210
    edited February 2018
    One hint I would add also is if your going to have multiple factions. Make them first before you start building/ populating the module. I am a midget standing among giants in this place when it comes to
    Builders, but I remember trying to update a whole module with a new faction takes forever/ crashes the project. (Years ago) when I was An avid builder of modules, I used to start by adding a few different factions, some neutral to each other and or neutral to both commoner/ hostile and things like that. Allows you to have onlookers in an area where friendly meets hostile and stuff/ or arena fights and the like.
    Hope this is relevent.
    Like I said, I can remember from my modest experience after building a fair bit of content and then trying to add a faction, the toolset really Hated it.
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