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Developing my modules after T-Engine 3.0.0?

Posted: Tue Dec 30, 2003 11:03 pm
by ISNorden
Since my first attempt at module creation has gone over well, I thought I'd ask the players what my best approach towards future module creation should be.

Posted: Wed Dec 31, 2003 10:47 am
by boucman
I think a "testing area for cool idea" module would be usefull, there are heaps of ideas round this forum which look good on paper but would prove unbalencing/broken/whatever when implemented. A module with 10 different types of alchemist fixes to test, all sort of weird spells for sorcerors etc etc so we can see which ones make the game more interesting which remove all chalange for a particular race etc... before adding them to the main tome module...

Posted: Wed Dec 31, 2003 11:47 am
by ISNorden
That was actually one of the reasons for my creating T-Plus (testing new ideas in ToME proper), though a separate just-for-playtesting module wouldn't be such a bad idea either...so I can see what works for other players, without having to add features I didn't particularly want in my main projects.