It was yet another day of bug fixing

February 27, 2006 by Adam in NWN2

It was yet another day of bug fixing. I managed to get all three types of weapons working (cannon, ballista, and catapult). For awhile, the cannons and ballistas were reporting that they were out of ammo until I figured out that I'd marked them as requiring the boulders that catapults use.

I fiddled with the visual effects a bit more, making things look a little nicer. I had to keep reminding myself that this was just a prototype and I shouldn't spend too much time polishing such things. I was playing Pirates! the other day, noticing how simple their ship combat system was, but so visually beautiful.

I've been trying to walk that line between realism and fun. One example is the issue of facing. Realistically, weapons on ships had a limited arc of fire. If I were to follow that approach, though, I'd need to keep track of each weapon you buy, where you place it, where weapon mounts were for each type of ship, and so on. Instead, I may just go for a general penalty to hit if you're not broadsides.

We've also had a new modeler start doing some work for us. He's into sea creatures, which fits Dark Waters quite nicely, and has experience with some of the same software packages being used by Obsidian. With luck, we'll see some of his goodies make their way into the campaign.

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I've won multiple awards for my Neverwinter Nights modules, which I've been working on since the year 2000. In the real world, I'm a web developer for a healthcare organization. If you have any questions, feel free to contact me.