Developing my modules after T-Engine 3.0.0?

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How would you like my module work to develop for future versions of T-Engine?

Continue with additions to standard ToME
0
No votes
Focus on Norseband exclusively
4
33%
Create a module with completely original material (no borrowing from ANY existing mythos or fictional world)
1
8%
Create a module based on some familiar, non-Tolkienian world that has no variant developed yet
1
8%
Work on two or more of the above simultaneously
6
50%
None of the above: *bands are Tolkienian by definition, and anything else is heresy!
0
No votes
 
Total votes: 12

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ISNorden
Uruivellas
Posts: 634
Joined: Tue Dec 09, 2003 12:53 am
Location: Madison, Wisconsin, USA
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Developing my modules after T-Engine 3.0.0?

#1 Post 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.
Ingeborg S. Nordén
(isnorden@gmail.com)

boucman
Wyrmic
Posts: 245
Joined: Tue Jul 22, 2003 11:47 am

#2 Post 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...
Toome the world is Tome

ISNorden
Uruivellas
Posts: 634
Joined: Tue Dec 09, 2003 12:53 am
Location: Madison, Wisconsin, USA
Contact:

#3 Post 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.
Ingeborg S. Nordén
(isnorden@gmail.com)

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