Spice of life is
in the little things, yes ^.^ ?
So with that in mind, I come to you with a couple of observations that I've made of small things which in my opinion have the potential to make our games more enjoyable on the long run if we paid more attention to them as builders and cc creators. Please feel free to contest, or contribute to them :
1/ making it so that
sounds conform to the material that is being used. Walking on something, interacting with or hitting something, and not hearing the sound that we would expect in our real lives, can be very counter-productive, especially to players with the more musical ear among us.
2/ coming up with
more materials soundsets isn't a route that has been widely explored, and would be awesome. The options are near endless : glass, ceramic, food, bones, paper, plastic, rubber, etc., on creatures, placeables, footstep sounds, weapons, etc. Project Q already offers improved SFX'es in their latest rendition (and how refreshing that is!), but more are always welcome. I intend to contribute in that department as well in time.
3/ making efforts to
reduce the gap with historical disbelief, as much at it may sound like a weird concept in mostly 100% fantasy worlds. Each time I enter a BW interior, I can't help but think that it really wouldn't have hurt them to have hired some history-savvy people on their teams (or were they just busy replicating mostly modern US architecture designs all over Faerun ?). I don't want to enter the debate of what is historical and what not. Each builder is completely free to imagine their world as they see fit of course, but Six' and Cervantes' (I think) thatched home interiors in Project Q for example, despite seeming relatively simple and sparse, are so much more convincing homes to live in for people that still may use swords and daggers to defend their families, or horses as fastest non-magical vehicle to move from one point to another, that I would like to encourage more builders to read about history and (especially) use these fine tiles when appropriate. For the exteriors, look no further than recent releases of quality with Six's Wildlands or Zwerkules's Medieval city.
4/ watching that our
creatures use the proper racialtypes, sizes, blood types, and (of course) appearancesndset settings. Some would even add to these the right stats, and creature abilities. As a builder, it almost seems to me like an affront to the original cc artist to neglect these in favor of simply pointing at the right appearance in the template, and call it a job done. Unfortunately, most "compilations" or "mergers" are a bane to such level of detail, which is why I learned to shy away from most of them with time.
5/ checking that clothes and weapons have
inventory icons (thank you, SpiritedLass!, no further comments ^.^), that placeables in our modules come with proper use nodes (that's very easy to fix, even for relatively novice builders), that metallic weapons or helms have the proper reflective environment maps (sometimes erased by lazy 2DA copy/pasting), etc.
6/ designing tiles or placeables with
walls or trees that allow our rangers and rogues to hide behind. I noticed that trees almost never get more attention from cc artists than a flat no-walk plane at their base. That is something which I can "fix" easily, so I don't want to request or insist on it too much, should it appear as a purely personal preference, but I wonder why it is ? Yes, there will be more "OnPerceive" events fired, but isn't it secondary to the point of a forest or a city with alleys allowing rangers or rogues to feel at "home" ?
7/ last, but not least, a little pet peeve of mine :
visible texture/lighting seams in tilesets. Have a look at this desert screenshot (CTP Babylon), and then the next one (CTP Babylon) :
(click to get an enlarged version)
(click to get an enlarged version)
The same happens in Project Q's desert by the way :
(click to get an enlarged version)
so I am sure it's no trivial matter to fix, if it's even fixable at all. As a builder, this prevents me from using these tileset features, or even whole tilesets, like
Bloodmonkey's Rocky mountains, because to me (and most of my players) it really kills the quality of the rest. Now I understand NWN uses tile-based environments and is very much subject to this. LordRosenkrantz managed to effectively hide these horrible "seams" (if I can call them so, since they are not seams as visible gaps in the geometry, but rather in the lighting) in his
mountain tileset thanks to great texturing, but as soon as someone attempts retextures (in a winter or desert environment, for example) they would instantly appear again. Knowing the level of expertise of both the CTP and PJQ teams, and having inspected the tiles myself to search for missing smoothing groups or some such and not finding any obvious culprit, I wonder if there is something that could be done. Maybe Bannor, Six, Zwerkules or another tileset guru could shed some light on this for us (or at least me) ?
That's it for now.
Please be safe, all.
Modifié par Nissa_Red, 15 mars 2013 - 09:15 .